luigivaltulini
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Cool! try this with Davinci 
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So the main problem with CameraRGB is that although it appears as, it is not a specific colour space. However, it has the benefit that it never induces colour clipping, and that benefit is necessary not least for the issue you have here.
What I did was to take all the different CameraRGB from all the different cameras and settings and normalized them into a new colour space we call RedWideGamutRGB. RWG is a properly defined colour space, and thus can be used in a full pipeline without worry that it'll go bonkers because all the colours have gone through the calibration process to produce their values in RWG space.
The process will indeed be as you describe, so let me expand upon that a bit....
1) Process to Log3G10, REDWideGamutRGB (why - because it encompassess the DR and colours the camera produces without clipping them).
2) grade in this neutral wide gamut log space
3) apply appropriate viewing transform
For 3) you will use an appropriate viewing transform while grading, so if you're on a standard dynamic range Rec709 monitor, you'll use a transform for that. If you're on a P3 projector, there'll be a transform suitable, and if you're on one of the HDR displays you'll probably go to Rec2020 and SMPTE 2084. In any case, there will be an appropriate transform for you to use.
Say you grade on a normal SDR monitor in REC709. Now perhaps you want to see how it looks in HDR. You'l just have to swap out for an HDR transform, plug in your HDR monitor and all should be good and your grading decisions will carry through to the new viewing environment because they took place in the neutral wide gamut space.
Graeme
Total noob question, but is Log3G10 a LUT?
It's a wide dynamic range log curve. Just as in the past we'd use RedLogFilm for a flat log image to grade from, we're now using Log3G10 because it stores a greater dynamic range. RLF followed the Cineon math, and although was fine at lower ISOs, at higher ISOs it would clip. Moving to a wider log curve solves that issue.
Graeme
REDWideGamut and Log3G10 are coming to future camera firmware.
Graeme
REDWideGamut and Log3G10 are coming to future camera firmware.
Graeme
You still need to transform it back into the space you are working in, that's why you are seeing the issue with Saturation. This is meant for getting the most range without clipping while grading and then running it through proper Rec709, P3, etc for viewing/distributionSo, recommended would be to grade with RWG and Log3G10 even for regular Dragon 6K? I tried it and found the saturation to be very low, even after applying curves and pushed the contrasts. Is there something I'm missing (based on the earlier images which showed much greater colors than with Dragoncolor2 and Redgamma3)?
There's a lot of math back and fourth but in basic terms it's just about changing the regular DC2/RLF to RWG/Log3G10? as the starting point when grading? Do we know if Resolve features this yet?
Graeme Nattress said:The process will indeed be as you describe, so let me expand upon that a bit....
1) Process to Log3G10, REDWideGamutRGB (why - because it encompassess the DR and colours the camera produces without clipping them).
2) grade in this neutral wide gamut log space
3) apply appropriate viewing transform
You still need to transform it back into the space you are working in, that's why you are seeing the issue with Saturation. This is meant for getting the most range without clipping while grading and then running it through proper Rec709, P3, etc for viewing/distribution
Not available in Resolve yet, but I believe the SDK has been made available.You mean an output LUT? But from what? There has to be a starting point in conversion to say rec709, right?
Is this even possible in current versions of Resolve? And is it possible in Redcine?
1) Process to Log3G10, REDWideGamutRGB (why - because it encompassess the DR and colours the camera produces without clipping them).
2) grade in this neutral wide gamut log space
3) apply appropriate viewing transform
REDWideGamut and Log3G10 are coming to future camera firmware.
Graeme
So the main problem with CameraRGB is that although it appears as, it is not a specific colour space. However, it has the benefit that it never induces colour clipping, and that benefit is necessary not least for the issue you have here.
What I did was to take all the different CameraRGB from all the different cameras and settings and normalized them into a new colour space we call RedWideGamutRGB. RWG is a properly defined colour space, and thus can be used in a full pipeline without worry that it'll go bonkers because all the colours have gone through the calibration process to produce their values in RWG space.
The process will indeed be as you describe, so let me expand upon that a bit....
1) Process to Log3G10, REDWideGamutRGB (why - because it encompassess the DR and colours the camera produces without clipping them).
2) grade in this neutral wide gamut log space
3) apply appropriate viewing transform
For 3) you will use an appropriate viewing transform while grading, so if you're on a standard dynamic range Rec709 monitor, you'll use a transform for that. If you're on a P3 projector, there'll be a transform suitable, and if you're on one of the HDR displays you'll probably go to Rec2020 and SMPTE 2084. In any case, there will be an appropriate transform for you to use.
Say you grade on a normal SDR monitor in REC709. Now perhaps you want to see how it looks in HDR. You'l just have to swap out for an HDR transform, plug in your HDR monitor and all should be good and your grading decisions will carry through to the new viewing environment because they took place in the neutral wide gamut space.
Graeme
A number of posters here seem to be a bit confused, so I would suggest re-reading Graeme's description, posted back on page 3 of this thread:
The intent is for this to be a working color space, not a viewing color space. Much like Filmlight's Truelight color spaces, Resolve's Resolve Color Management, and to a slightly lesser degree, ACES, the intent is to provide a neutral, very wide gamut working color space that will encompass all values you might encounter or create, and still allow for a familiar "feel" from the grading controls (primarily log grading controls, i.e. exposure/offset, contrast, and contrast pivot, as well as shadow, midtone, and highlight controls). This is then followed by an output transform. In Baselight, this would be the viewing or render color space. In Resolve, it would be the output color space. In ACES, it would be the RRT/ODT (mostly the ODT). But the idea is that you aren't limited by the inherent limitations of all display color spaces while you grade. You apply a transform to view your grade result properly on whatever display you happen to be using.
I think a lot of people - particularly those using Resolve - have a problem with this approach because they like to create grading networks in which they do some things prior to a "normalizing" saturation matrix and gamma transform, and some things after. Using a working color space that is intended to be transformed at the end of the pipeline for display purposes largely precludes that type of grading approach. It has a LOT of advantages for those who are open enough to embrace "proper" color pipelines, but it does have limitations for those who aren't.
Graeme, I hope I've expressed this sensibly....... :001_unsure:
So with greater dynamic range, how many stops of latitude are we getting? Is it pushing past that 16.5+ stops? Thanks for the info Graeme.