JonathanF
Well-known member
Unless your colorist is working on Scratch and uses RAW R3D for grading, every other color grading solution, that I'm familiar with (Baselight, Lustre, Filmmaster) does the background R3D transcode to DPX and that is what used for actual grading. 10 bit LOG DI has been around for pretty much..., well, always. All feature DI is done that way, so to claim, that that is not good enough is, shall we say... eccentric. But, if you're convinced (I'm not), that 10 bit LOG isn't good enough and you MUST grade in 4K(?), well, then just use 16 bit DPXBut said that, it would be great, if RED or someone else could provide a simple utility, that would consolidate only used R3D files, based on EDL. ALE or XML.
P.S. I just looked over the paper, that you'd mentioned earlier and all Bill is talking about is the description of his method of dithering 8 bit sRGB image for better representation of the original image. How you derive from that paper, that use of LOG DPX for DI is a bad policy is simply beyond me...
No but the issue is that color and exposure transforms in floating point are far superior. The fact that he was applying this to conversions as well as filtering and transform situatoins is moot.
If you are applying exposure corrections in Log space the math is quite simply wrong.
Some grading systems do convert the log to linear before applying this kind of correction, this is generally transparent to the user, but why go there in the first place if you don't have to. Transcoding the data into log and then re-transcoding back to float for certain operations is just batty.
However, the point of my post is not which is better, DPX or R3D. The point of the matter is that the colorist has requested the native R3D files.
He was the director's choice and it's not our place to question his judgment.
Us arguing about it is not going to get a feature from Red we both want any faster.