Tools

Slugline. Simple, elegant screenwriting.

Red Giant Color Suite, with Magic Bullet Looks 2.5 and Colorista II

Needables
  • Sony Alpha a7S Compact Interchangeable Lens Digital Camera
    Sony Alpha a7S Compact Interchangeable Lens Digital Camera
    Sony
  • Panasonic LUMIX DMC-GH4KBODY 16.05MP Digital Single Lens Mirrorless Camera with 4K Cinematic Video (Body Only)
    Panasonic LUMIX DMC-GH4KBODY 16.05MP Digital Single Lens Mirrorless Camera with 4K Cinematic Video (Body Only)
    Panasonic
  • TASCAM DR-100mkII 2-Channel Portable Digital Recorder
    TASCAM DR-100mkII 2-Channel Portable Digital Recorder
    TASCAM
  • The DV Rebel's Guide: An All-Digital Approach to Making Killer Action Movies on the Cheap (Peachpit)
    The DV Rebel's Guide: An All-Digital Approach to Making Killer Action Movies on the Cheap (Peachpit)
    by Stu Maschwitz

Entries in Visual Effects (84)

Thursday
Jan032008

Panalog

The Panavision Genesis camera shoots uncompressed 10-bit HD encoded in a logarithmic color space known as Panalog. Visual effects artists working with these images may want to convert the panalog images to linear floating point and back as a part of their workflow.

At The Orphanage, we’ve always used hard-coded panalog LUTs (based on those supplied by Panavision) for these conversions. But it occurred to me that the format is similar enough to Cineon log that one might be able to find settings in a standard log/lin tool that match the Panavision transform.

Sure enough, a little playing resulted in about 99% success. I got my Cineon log/lin conversions close enough to be within a 10-bit code value of a match to Panavision’s own LUTs.

The After Effects settings are:

10 Bit Black Point: 0
Internal Black Point: 0.0
10 Bit White Point: 681
Internal White Point: 1.0
Gamma 1.480
Highlight Rolloff: 0

The Shake settings are the same, but Shake has a more ‘nuther gamma setting called rNGamma which you should leave at the default of 0.60, and multiplies the rDGamma value internally by 1/1.7, so you should use a value of 1.70/1.480 or 1.14865.

Download the After Effects (CS3+) Animation Presets

Download the Shake Macros

Nuke version coming eventually maybe possibly!

Update: Download the undocumented, untested Nuke gizmos!

Tuesday
Sep042007

The Film Industry is Broken

The film industry has a tremendous need right now for an open standard for communicating color grading information—a Universal Color Metadata format.

There are those who are attempting to standardize a "CDL" (Color Decision List) format, but it would communicate only one primary color correction. There are those trying to standardize 3D LUT formats, but LUTs cannot communicate masked corrections that are the stock in trade of colorists everywhere. There are those tackling color management, but that's a different problem entirely.

Look at the core color grading features of Autodesk Lustre, Assimilate Scratch, Apple Color, and just about any other color grading system. You'll see that they are nearly identical:

• Primary color correction using lift, gamma, gain, and saturation
• RGB curves
• Hue/Sat/Lum curves
• Some number of layered "secondary" corrections that can be masked using simple shapes, spines, and/or an HSL key

Every movie, TV show, and commercial you've ever seen has been corrected with those simple controls (often even fewer, since the popular Da Vinci systems do not offer spline masks). It's safe to say that the industry has decided that this configuration of color control is ideal for the task at hand. While each manufacturer's system has its nuances, unique features, and UI, they all agree on a basic toolset.

And yet there is no standardized way of communicating color grades between these systems.

This sucks, and we need someone to step in and make it not suck. Autodesk, Apple, Assimilate, Iridas; this means you. One of you needs to step up and publish an open standard for communicating and executing the type of color correction that is now standard on all motion media. This standard needs to come from an industry leader, someone with some weight in the industry and a healthy install base. And the others need to support this standard fully.

Currently the film industry is working in a quite stupid way when it comes to the color grading process, especially with regards to visual effects. An effects artist creates a shot, possibly with some rough idea of what color correction the director has in mind for a scene, but often with none. Then the shot is filmed out and approved. Only once it is approved is it then sent to the DI facility, where a colorist proceeds to grade it, possibly making it look entirely unlike anything the effects artist ever imagined.

Certainly it is the effects artist's job to deliver a robust shot that can withstand a variety of color corrections, but working blind like this doesn't benefit anyone. The artist may labor to create a subtle effect in the shadows only to have the final shot get crushed into such a contrasty look that the entire shadow range is now black.

But imagine if early DI work on the sequence had begun sometime during the effects work on this shot. As the DI progresses, a tiny little file containing the color grade for this shot could be published by the DI house. The effects artist would update to the latest grade and instantly see how the shot might look. As work-in-progress versions of the shot are sent from the effects house to the production for review, they would be reviewed under this current color correction. As the colorist responded to the new shots, the updated grade information would be re-published an immediately available to all parties.

Result? The effects artist is no longer working blind. The director and studio get to approve shots as they will actually look in the movie rather than in a vacuum. Everyone gets their work done faster and the results look better. All of this informed by a direct line of communication between the person who originally created the images (the cinematographer) and the person who masters them (the colorist).

Oh man, it would be so great.

I've worked on movies where the DI so radically altered the look of our effects work that I wound up flying to the DI house days before our deadline to scribble down notes about which aspects of which shots should be tweaked to survive the aggressive new look. I've worked on movies that have been graded three times—once as dailies were transfered for the edit, once in HD for a temp screening, and again for the final DI. Please trust me when I say that the current situation is broken. We need an industry leader to step in and save us from our own stupidity.

And this industry leader should do so with their kimono open wide. Opening up a standard will involve giving away some of your secret sauce. Maybe there's something about your system that you think is special, or proprietary. Some order of operations that you feel gives you an advantage. Well, you could "advantage" yourself right into obscurity if your competition beats you to the punch and creates an open standard that everyone else adopts. The company that creates the standard that gets adopted will have a huge commercial advantage. You can learn about the business advantages of "radical transparency" from much more qualified people than myself.

Of course, there will be challenges. Although each grading system has nearly identical features, they probably all implement them differently. It's not obvious how much information should be bundled with a grading metadata file. Should an input LUT be included? A preview LUT? Should transformations be included? Animated parameters? It will take some effort to figure all that out.

But the company that does it will have built the better mousetrap, and they'd better be prepared for the film industry to beat a path to their door. So who's it going to be?

Until you step up, we will keep trudging along, making movies incorrectly and growing prematurely gray because of color.

Wednesday
Aug152007

VFX: Easier than you think, harder than you think


I love this breakdown clip from Ryan vs. Dorkman 2 (which, if you haven't seen it, is totally worth watching). Based of the so-simple-it's-brilliant notion of showing Star Wars Lightsabers doing things that "we personally think would be fun to see," these guys staged a Lightsaber battle in a factory between, well, two regular guys. The effects work is excellent, and one reason why is that they shot a lot of practical elements.

When you're just getting into effects, it's easy to get stuck thinking that you have to do everything with your computer. These guys wanted to create a realistic reflection, smoke, and sparks. So you know what they did? They shot something that would create a reflection. Then they filmed some smoke. Then they filmed some sparks.

Easy, right? Well, maybe not. To some people it's easier to sit in front of a computer for hours trying to get particles to look like smoke than it is to black out a space and heat up a metal rod with a blowtorch. But the latter is worth the extra effort, because the results will look better and ultimately take less time to create. Sometimes making something look photo-real is just as easy—and as difficult—as shooting something real.

Thursday
Mar292007

NAB Pimpin'

When I'm not trying to distract whoever's holding the Red One prototypes with my patented "look, a blimp!" technique, I'll be pimping some goodies at NAB.

I've been working with Red Giant Software on the next generation of Magic Bullet tools. This is going to be a must-see. Red Giant's booth, Tuesday 4/17 10am and Wednesday 4/18 2pm.

I'll also be talking about The Orphanage's film effects work using Adobe After Effects, touching on my favorite topic: linear light compositing, at the Adobe booth. Tuesday 2pm, Wednesday 11am.

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