Björn Benckert
Well-known member
Seems to be a processing/grade thing rather than a Komodo thing.
Mushy
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Not mushy
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The clip needs to play or you don't see the error / saturation shift when moving along the ipp2 curve.
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Seems to be a processing/grade thing rather than a Komodo thing.
Mushy
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Not mushy
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If it doesn't happen in the r3d/when bypassing IPP2, then it's a somewhat non-issue (IMO). It should also be recoverable after transform by using REDs IPP2 conversion LUTs (instead of native IPP2) as you could add a node pre-tonemap/rolloff and boost the shadows/shadow saturation to taste.
This also strengthens Panavision's/Light Iron's/DXL's decision of bypassing IPP2 altogether and having their own LUT applied on an all encompassing RWG/L3G10 image.
Im not sure that's how Panavision does it. As I understand they only use a primer lut under IPP2.
Seems to be a processing/grade thing rather than a Komodo thing.
what is your process?
But it is a problem since it occurs in-camera as well. And the LUTs convert in the same way as internally doing it, doing a side by side between the two is identical.
But yes, the way to do it is to create your own conversion from LOG3G10. But I also think that Red should look into updating IPP2 into IPP3 or something, same methodology, but improving these conversions and especially look into how each camera handles it. One conversion that fits all seems a bit odd in my opinion, encompassing all different sensors into one conversion. If the starting point in LOG has a variation that doesn't work well through the transform, that camera doesn't get its full potential. What Light Iron did was to focus on only one sensor to its full potential.
I would love for Komodo to get this kind of love, because even if grading from scratch might be a solution, we need a good standard method, not to mention that any shots in ProRes hardcodes the transform.
Aren't they essentially having their own starting point, not even IPP2 based? Like a sort of "IPP3"?
That would not make sense. How would people work with Panavision material if it was not r3d´s like any onther r3d´s. And people have reverse engineered out the DXL look out of DIT software that had the DXL2 look built in and made separate lut out of it.
That would not make sense. How would people work with Panavision material if it was not r3d´s like any onther r3d´s. And people have reverse engineered out the DXL look out of DIT software that had the DXL2 look built in and made separate lut out of it.
I'll try doing a few specific tests at some point this week on the Gemini, and send you some R3D Chris.
Up to this point, I figured it was just my lack of post workflow knowledge, but also beginning to realize maybe this is all interconnected to some of the issues I see on the production side. Will be good to figure this out.
In other words, they wanted it to act more like an Arri, without a secondary (and somewhat ambiguous) transform causing potential problems for everyone who was used to a typical log workflow.
Gahh... I would just love for them to open up this color science, like paying a license to have it with regular Red's.
It's all on their DXL page.
Of the samples they include in the pack (all Monstro, no Dragon VV) three are LLO OLPF and only one is PX Pro.
Those LUTs act a bit weird. Elevated blacks etc. Are these intended as a starting point or as a pure transform?
LOL! Not the magic bullet you were hoping for, huh? (wouldn't elevated blacks very much help this alleged Komodo low-end saturation issue?)
It's their default normalization LUTs that come loaded in the camera; pretty sure they're intended to help get optimal exposure and be used for a decent out of the gate look.
Conversely, because it's Panavision, I'd also presume they expect a fully-fledged colour session to eventually happen (besides, it's easy enough to drop the black point). It wrangles greens really well in the skin tones though, which should also really help Komodo (and helium).
It looks like all the HDR2048/BT1886 is doing is desaturating the whole highlight to put in those colour space gamuts... that's not exactly solving the problem.
Conversely, even after the IPP2 transform (or LiColour LUT), you still have to output to a given colour/gammaspace (e.g. 709 or 2020 or P3), so it'd do the same thing at that step anyway. (Or am I missing the point?)