Nick Morrison
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This thread is kinda amazing BTW.
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Jim - The performance hit from these LUTs sounds interesting. I've got the same setup as you except with no rocket and a GTX 285 instead of the Quadro. I usually grade at 720p with a 1/4 debayer and I don't really notice any difference in performance with the LUTs on or off. But I've always assumed there was a small performance hit. It must be more pronounced at higher resolutions.
Any extra noise you are seeing is just that. There is no grain simulation going on. I haven't really noticed the LUTs add more noise, but it seems plausible that they're amplifying and noise that is already present, since these LUTs are altering the density and transforming the colours. Do this with a node and it will very likely do the same thing.
The luts should hardly be any performance hit at all, as they only remap colors. In flame I can load them as overlay to different screens and then playback large files with no render. So basically they do not add anything to you render times. In theory they should be possible to add into the cameras next to redgamma3 and such.
Resolve question... where is the best place to apply LUT's? On a Track Node? Apply via the Look Up Table tab in project Settings? And if so, do you apply as an output LUT?
Thanks,
CB


Nick, you are using Redcolor 3 and Redlogfilm correct?Alright, so i've been reading everyone rave about these luts, and been seeing some really great grades come out of them, but when I apply these to my footage it's completely hit or miss. Too purple, too green, too desaturated. All these things Can be graded out easily and only appear in a scene by scene basis, but the problem I run into with every single shot and any of these luts is that the highlights get severely "clipped" even before hitting 100 IRE. I have a scene where two guys in labcoats are walking outside for instance, and without the luts applied I can brighten the scene until the labcoats just break 100 ire and then I use a curve to bring back lost detail, making the brightness of the scene appear correct. With the luts however, the labcoats begin to "clip" (I say clip in quotations because they don't clip on the waveform, but clip visually) at about 90. It seems the lut is compressing the highlights somehow, based on the waveform activity, meaning I cant make the scene as bright as it needs to be, and I cant curve the detail back in.
Am I doing something wrong? Is this just how the luts are? If so, how am I supposed to hit 100 IRE with my highlights without losing all my detail? Same Story for my blacks, cant get them to hit 0 without completely crushing everything.
Which flame do you have? Look in 3DLUT imports / luster something / logtolin and you should have them there as 3DL's
does anyone know what I would have to do to get these .cube files to work with Lut buddy inside of premiere?