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  • Hey all, just changed over the backend after 15 years I figured time to give it a bit of an update, its probably gonna be a bit weird for most of you and i am sure there is a few bugs to work out but it should kinda work the same as before... hopefully :)

Is there any time frame on when we can see ipp2 in editors?

Joel Arvidsson

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Is there any time frame on when we can see ipp2 in editors? Is the SDK out to developers yet or is that still out? Any estimates? I hoped it should be out by now
 
You can see it in Resolve.

Not yet in Apple FCP X

Not yet in Premiere Pro as far as I know.

Timeframe is up to RED as it is with the next SDK release and then the next update from the various apps.

David
 
In resolve and flame I can see redwidegamut rgb. But I can not apply the math that converts to rec709 only a lut. Which has a slight difference. The luts crack up earlier than the math in RCXP. So hopfully RED release that math into the sdk. Graeme has to correct me here if I understood the theory of the above wrong.
 
The luts crack up earlier than the math in RCXP. So hopfully RED release that math into the sdk. Graeme has to correct me here if I understood the theory of the above wrong.

A little over a year ago I went on a merry chase to implement a GIO LUT. It worked great except for values below 4 (deep shadow). The breakdown was due to the fact that RCPX has an 8-bit pipeline for all its visual maths, and so if you want to interactively see the GIO LUT while you are tweaking ISO settings etc., you are SOL. I was told that they were unlikely to support 10-bit, 12-bit or higher on the imagine pipeline (though they do support higher precision in export functions). Maybe once IPP2 makes it to final, they will have a chance to enhance RPCX to support at least a 10-bit if not a 16-bit imaging pipeline for interactive work. With that, and tetrahedral interpolation, I'm sure one can go far with only LUTs, even for something as extreme as the false color interpretations of GIO SCOPE.
 
I think Red is waiting till all the major players get their shit together and release at the same time. Doesn't make any sense to drop the working IPP2 camera build until there are official post solutions in place for it.
 
You can apply RWG and LOG3G10 to Helium footage in Premiere (don't know about Dragon, but def not to M-X) already.

The gap is that even if you shoot in RWG/3G10, the footage comes into Premiere as DG2/RG4 and you need to convert it back. And then use Lumetri to apply the output LUT.
 
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