Re: ociobakelut clamps tops?

Jeremy Selan <jeremy...@...>


Sorry I haven't had a chance to look into this yet. I will do my best
to get to it first thing tomorrow. (Mon AM). My expectation is that
this shouldn't be too hard, OCIO is designed to work with HDR float32
-- and we use it internally in exactly the way you describe - so it's
likely just a minor bug you've run into first.

-- Jeremy

On Sun, May 1, 2011 at 10:48 PM, Oliver Farkas <oliver...@...> wrote:
Hey guys,
Ben, I've tried what you suggested. The input is graded scene linear, the
shaper is lin to log and the output is a log to Kodak2383 on a DCI screen. I
assumed this would work, but when I applied the generated lut on top of a
scene linear exr, then the result I got was a blown out image: everything
was fully bright, I could only see few parts of the image, all the rest was
I played around a bit with the settings. The scene_grey18 entry in the
config file contains no transform whatsoever, so I assumed the next would do
nothing at all.
ociobakelut --inputspace scene_grey18 --outputspace scene_grey18
But the highlights get clamped. This means that it's not the jplinlog or the
print lut that's causing the clamping.
The exr files do have rgb values that go over 1.0, so maybe this problem's
got to do something with that... but I'm not too sure what's happening. I'll
try to dig into the code to see if I can find where this is coming from.

On Fri, Apr 29, 2011 at 9:58 AM, dbr/Ben <dbr....@...> wrote:

You'll need to use the --shaperspace to make a LUT that goes from a non
0-1 space, otherwise you trying to do a lin-to-log in a 3D LUT.

If I understood the code right, it does..

CSP prelut: input to shaperspace as 1D LUT
3D LUT: shaperspace to output space

If omit the shaperspace arg, then it's all done in the cube (and the
prelut is a no-op) I think your display colourspace needs to have a 0-1 log input (just
the kodak LUT). Then you would do:

--inputspace graded_linear --shaperspace jplog --outputspace

Not ideal, although you could possibly do the grade in the dreamcolor
space by doing a log2lin, CDL then lin2log, and replace the graded_linear
space with your scene_grey18

Ideally the Baker would inspect the transform op-tree and put as much of
the 1D transform (the CDL and lin2log parts) in the prelut, and the rest in
the cube.. Not sure how difficult this would be to achieve (think there's
todos in the code about this)

- Ben

On 29/04/2011, at 2:56, Jeremy Selan <jeremy...@...> wrote:


Oliver - could you email be your jp_lin2log.lut (directly)?   I'd like
to re-create this on my end.  Dont worry about the Kodak cube lut, I
can use one of my own there instead.

One thing I notice, the Dreamcolor family shouldnt be 'lin'.  I'd
probably set it to 'Dreamcolor' on the absence of other information.
(The family is often used to short-circuit conversions of the same
type, but at differing bit depths).  I should probably update the API
so people can leave it blank if they dont know it, and to assume the
color-space name in that case).

-- Jeremy

On Thu, Apr 28, 2011 at 1:20 AM, Oliver Farkas <oliver...@...>
Hey guys,

I'm trying to use ociobakelut to bake out a .csp lut. I'm using the
opencolorio (0.8.0), but getting weird results. It clamps the tops,
in the bright areas are completely gone. I'm wondering if I'm missing

The command I'm using is this:

ociobakelut --iconfig ./config.ocio --inputspace scene_grey18
Dreamcolor --format cinespace >

The corresponding parts in the config.ocio look like this:

  - !<ColorSpace>
    name: scene_grey18
    family: lin
    bitdepth: 32f
    isdata: false
    gpuallocation: lg2
    gpumin: -15
    gpumax: 6

  - !<ColorSpace>
    name: Dreamcolor
    family: lin
    bitdepth: 32f
    isdata: false
    gpuallocation: uniform
    gpumin: 0
    gpumax: 1
    from_reference: !<GroupTransform>
         - !<CDLTransform> {slope: [0.80369623146242275,
0.94751600781483858], offset: [0, 0, 0], power: [1, 1, 1], saturation:
         - !<FileTransform> {src: jp_lin2log.lut, interpolation:
         - !<FileTransform> {src: Kodak2383_Dreamcolor.cub,


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