Aaron Lochert
Well-known member
I found that quite useful, so thanks for sharing it, Aaron. Now I know what a 3D LUT is and how it's represented. Here's a question I would have asked him: why not take an average of about 6 or so frames of 5219 before taking colour samples to create a LUT?
I'm sympathetic to the notion that digital can look as nice as film, although there are one or two things that digital fails at miserably. But only one or two things. Anyway, that was not the point of the presentation.
Although, if digital can look exactly like film, why haven't I seen it? Perhaps this is on me to figure out why, as I may not have looked at enough material.
What's also interesting to me is that Nuke can be used to create LUTs. I thought it was merely a compositing tool, and I thought that Resolve was what you used to make LUTs.
He's drawing a box on the grey patch, I'm going to assume that is an average of all those pixels, so he's already got plenty of samples. I'm unfamiliar with nuke though so I could very well be wrong.
"Exactly like film" is probably a phrase that Yedlin would stray away from using. He's shown that either medium can look like the other within a reasonable margin that it makes no perceptible difference for the end viewer. You say there's one or two things that digital fails at miserably, but film also has things it "fails" at, for example halation on high contrast edges (that's a loss of information in that area that can never be recovered).
Resolve is a little less mathematician minded when it comes to its tools. VFX editors often need to work with hard numbers, so it makes sense that Yedlin's more complex approach to that is within a program that facilitates that need.