#### Re: how to write .cube luts?

Dithermaster <dither...@...>

Yes. The RGB input value range to an OCIO 3D LUT is always 0.0--1.0. Those values get mapped to the LUT indexes (0 to 64 for a 65x65x65, or 0 to 32 for 33x33x33, or 0 to 63 for 64x64x64, etc.). The fractional (in-between) parts are used to interpolate the output values.

On Fri, Jul 13, 2018 at 10:22 PM <michael...@...> wrote:
Thank you. I hope I understand correctly, that rgb(0.1, 0.2, 0.3) in your example is not drawn from the range rgb(0-255, 0-255, 0-255) [because then, say rgb(255, 255, 255) would be mapped to the impossible (255*63, 255*63, 255*63)] but instead rgb(0.1, 0.2, 0.3) is drawn from the range rgb(0.0-1.0, 0.0-1.0, 0.0-1.0), such that 0.0 means 0/63 and 1.0 means 63/63. What else could it be? I'm surprised it's been so difficult to find info on how to write .cube lut files. Is there a reference book or article you can recommend? I'd like to know everything about luts. My searches have been frustrating, as I mentioned, so you've really been a big help. Thanks again!

On Wednesday, June 27, 2018 at 1:58:18 PM UTC-4, Dennis Adams wrote:
How does a 3D LUT work? Each numeric row has three entries, which represent R, G, and B output values, often 0.0 to 1.0 (but could be higher or negative for some cases).
Each row represents a position in the 64x64x64 input cube. The input R,G,B value (sometimes after running through a lg2 "shaper" if it is linear) gets multiplied by 63 (in the case of a 64x64x64 cube) and rounded to the nearest integer. Then the row number of r*64*64 + g*64 + b. For example, input of rgb={0.1, 0.2, 0.3} becomes rgb_index={6.3, 12.6, 18.9} which become rgb_index_int={6, 13, 19} which is row index 6*64*64 + 13*64 + 19 = 25427, if you are looking for the nearest element. It's actually more complex than that since tri-linear or tetrahedral interpolation is used, which means 8 or 4 elements surrounding the 3D position are looked up and interpolated to create the output RGB value.

///d@

On Wed, Jun 27, 2018 at 12:03 PM mc <micha...@...> wrote:
I've been searching for weeks and can't find a clear explanation of how

I have a .cube file that was generated with 3D Lut Creator, with an
image source of a HALD color image (64x64x64). No adjustments were
applied to the image, so the .cube file should show input=output. But
the decimal values in the lookup table mystify me. How were they
generated? The decimal values, when multiplied by 64, do round to a
number close to list position in the (64 64 64) list, but surely there's
a precise algorithm to output those decimal values.

I've tried reading the OCIO C++ code to get the answer, but I don't
really know the language. I want to write luts in Java. Can someone
there help me?

Thanks.

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