Michael Tiemann
Well-known member
When I first got my EPIC DRAGON nearly 2 years ago, one of the first things I tried to do was to use HDRx to capture the blinking lights of my Buchla synthesizer. That experiment largely ended in failure because I could not figure out the right math.
Over the break, I'm tentatively declaring victory with my new WPN-W. Truth be told, now that I've learned the trick, I think I can make it work with any RED DRAGON camera (my own SCARLET DRAGON included). More about the success later.
The puzzler has to do with the way the camera (using the STD OLPF) reacts to progressively the progressively blurred out LEDs at the end of the sequence. I've put an R3D snapshot in a folder called "RR-X Torture" on DropBox: https://www.dropbox.com/sh/rq3ezuxsne146ky/AACTn2suRVyi2jNiv3ASnSWaa?dl=0
When I examine this frame in RCX using my RR-X, the blue and green orbs look like they were painted through a screen door. When I use software rendering, they are very grainy, as if the debayer algorithm really, really didn't want to split the differences between blue and green. For the record, we're looking into LED lights through a Canon 85L-II at f1.4, substantially blurred out, so I would expect these orbs to be smooth as can be. Strange that they are not smooth!
Anyway, back to my success story. UPDATED: as explained in a later post, I had better success with an enhanced version of tone-mapping.
For historical interest, here's what I thought would be a winning approach (and it kinda was) until I realized I was really papering over a problem that a simpler solution could better solve.
Here are 6 levels of HDRx, with sound, showing the superior tone-mapping results:
Over the break, I'm tentatively declaring victory with my new WPN-W. Truth be told, now that I've learned the trick, I think I can make it work with any RED DRAGON camera (my own SCARLET DRAGON included). More about the success later.
The puzzler has to do with the way the camera (using the STD OLPF) reacts to progressively the progressively blurred out LEDs at the end of the sequence. I've put an R3D snapshot in a folder called "RR-X Torture" on DropBox: https://www.dropbox.com/sh/rq3ezuxsne146ky/AACTn2suRVyi2jNiv3ASnSWaa?dl=0
When I examine this frame in RCX using my RR-X, the blue and green orbs look like they were painted through a screen door. When I use software rendering, they are very grainy, as if the debayer algorithm really, really didn't want to split the differences between blue and green. For the record, we're looking into LED lights through a Canon 85L-II at f1.4, substantially blurred out, so I would expect these orbs to be smooth as can be. Strange that they are not smooth!
Anyway, back to my success story. UPDATED: as explained in a later post, I had better success with an enhanced version of tone-mapping.
For historical interest, here's what I thought would be a winning approach (and it kinda was) until I realized I was really papering over a problem that a simpler solution could better solve.
I figured out that for this application, I needed to create 3 layers (total) from my two sources (A and X frames). The bottom layer, which Resolve paints first, is the A frame. It anchors the image as-is. This frame is not enough because when the LEDs blink on with full intensity, they clip the sensor and thus render more white than colorful.
The second frame layered above the A-frame is a selection from the X frame, namely the pixels from the bright LEDs. Since the HDR knocks these down, they hold their color better, but it also means that their brightest true color is necessarily darker than the blown-out white they sit on top of, and as the light intensity falls off from the very center of the LEDs, that falloff gets even darker. When layered on top of the A-frame, the LEDs all look like they have raccoon eyes: a bright colorful center falling off to a saturated dark rink that then inexplicably becomes very bright and less saturated as it then finally decays to nothingness. The obvious, and wrong solution is to just let the X-frame's LED cover everything, blurring out its effect as wide as the underlying luminance of the LED in the A-frame. This is wrong because as the LED blinks, or as the focus blurs them out and they lose intensity as the light spreads out across the frame, there's a very artificial transition from X to A frame.
The solution is a third A-frame layer rendered on the very top. For this final over-painting, we select no pixels that are perfectly unsaturated, and we ramp up our selection until we get to pixels that are moderately saturated. This conveniently knocks out the ugly clipped highlights, allowing the beautiful X-frame colors to show through. But where there is realistic color in the A-frame, it has priority over the twilight coloring of the X-frame. What about a natural white, or an 18% gray card in the image? Not a problem: the top layer won't contribute any pixels, nor will the X-frame (not sufficiently luminous), so it's down to the bottom layer, which is the A-frame as-in. We get the unsaturated colors from there.
Maybe this is a good general solution after all!
Here are 6 levels of HDRx, with sound, showing the superior tone-mapping results:
Last edited: