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Re: Got Luts?
Mostly using cinespace .csp, houdini .lut and .icc profiles for
photoshop.
The main lut format requirements for me is supporting some form of 1D
pre lut and a 3D cube.
I have uploaded the csp lut
Mostly using cinespace .csp, houdini .lut and .icc profiles for
photoshop.
The main lut format requirements for me is supporting some form of 1D
pre lut and a 3D cube.
I have uploaded the csp lut
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By
Malcolm Humphreys <malcolmh...@...>
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#54
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OCS 0.5.7 posted
0.5.7 features:
* Python API is much more fleshed out (object ownership is clarified),
object mutability is explicit
* Improved public C++ header (functions if-def'd out have been
0.5.7 features:
* Python API is much more fleshed out (object ownership is clarified),
object mutability is explicit
* Improved public C++ header (functions if-def'd out have been
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By
Jeremy Selan <jeremy...@...>
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#53
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Re: [ocs-dev] Re: Got Luts?
Good feedback. How about this:
Let's support all trivial image formats, as long as it doesn't
introduce a library dependency or support headache. So PPM is in. If
there's a simple raw/ascii float
Good feedback. How about this:
Let's support all trivial image formats, as long as it doesn't
introduce a library dependency or support headache. So PPM is in. If
there's a simple raw/ascii float
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By
Jeremy Selan <jeremy...@...>
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#52
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Re: Got Luts?
I've used 10bit DPX for this purpose in the past (when I thought I'd
invented 2D 3D LUTs).
8 or 16 bit PPM may be a good compromise. It won't please everyone but
implementation requires so little
I've used 10bit DPX for this purpose in the past (when I thought I'd
invented 2D 3D LUTs).
8 or 16 bit PPM may be a good compromise. It won't please everyone but
implementation requires so little
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By
bsloan <bsl...@...>
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#51
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Re: [ocs-dev] Re: Got Luts?
I wouldn't burden OCS with the image-reading functionality. You'll never make everybody happy without supporting a bzillion formats. Why not just allow the lut to be specified as a big array and
I wouldn't burden OCS with the image-reading functionality. You'll never make everybody happy without supporting a bzillion formats. Why not just allow the lut to be specified as a big array and
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By
Larry Gritz <l...@...>
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#50
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Re: [ocs-dev] Re: Got Luts?
There are some subtleties with layout and mappings, so let me know when it's time to implement the import/export logic and I'll write up a spec.
As for file formats, people use different ones -
There are some subtleties with layout and mappings, so let me know when it's time to implement the import/export logic and I'll write up a spec.
As for file formats, people use different ones -
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By
Naty Hoffman <na...@...>
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#49
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Re: OCS v0.5.6 posted
Oh, and for those who geek out on python binding implementations, I'd
invite you to check out:
src/pyglue/
PyConfig.h
PyConfig.cpp
I'm curious to see how people feel about this approach. Rather
Oh, and for those who geek out on python binding implementations, I'd
invite you to check out:
src/pyglue/
PyConfig.h
PyConfig.cpp
I'm curious to see how people feel about this approach. Rather
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By
Jeremy Selan <jeremy...@...>
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#48
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OCS v0.5.6 posted
Version 0.5.6 (June 8 2010):
* PyConfig stub implementation
* Dropped ImageDesc.init; added PlanarImageDesc / PackedImageDesc
* Dropped tr1::shared_ptr; added boost::shared_ptr
Version 0.5.6 (June 8 2010):
* PyConfig stub implementation
* Dropped ImageDesc.init; added PlanarImageDesc / PackedImageDesc
* Dropped tr1::shared_ptr; added boost::shared_ptr
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By
Jeremy Selan <jeremy...@...>
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#47
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Re: Got Luts?
Yah, the "lut as image" approach should be really easy to support,
I'll add that to the short list. My only concern would be which
fileformats to support. I'd still like to keep our dependencies
Yah, the "lut as image" approach should be really easy to support,
I'll add that to the short list. My only concern would be which
fileformats to support. I'd still like to keep our dependencies
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By
Jeremy Selan <jeremy...@...>
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#46
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Re: [ocs-dev] Got Luts?
Jeremy,
The 2D LUT format I describe below is starting to become a bit more
standardized in the game industry - it is being used by two major
middleware companies (Crytek and Epic - see
Jeremy,
The 2D LUT format I describe below is starting to become a bit more
standardized in the game industry - it is being used by two major
middleware companies (Crytek and Epic - see
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By
"Nathaniel Hoffman" <na...@...>
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#45
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Re: [ocs-dev] Re: OCS v0.5.5 posted
My fear is that TR1 is somewhat variably implemented at the moment,
though smart pointers should be pretty much stable. The biggie is that
we can't support it on Windows yet.
b
--
Bruno Nicoletti
My fear is that TR1 is somewhat variably implemented at the moment,
though smart pointers should be pretty much stable. The biggie is that
we can't support it on Windows yet.
b
--
Bruno Nicoletti
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By
Bruno Nicoletti <bruno.j....@...>
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#44
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Re: [ocs-dev] OCS v0.5.5 posted
Hi Jeremy,
thanks for the reply. I'm a firm believer in smart pointers, choosing
what to expose can be problematic in an API like this when there is no
firm standard. #ifndefs is the way around
Hi Jeremy,
thanks for the reply. I'm a firm believer in smart pointers, choosing
what to expose can be problematic in an API like this when there is no
firm standard. #ifndefs is the way around
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By
Bruno Nicoletti <bruno.j....@...>
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#43
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Re: OCS v0.5.5 posted
Oh, and to clarify,
Is your fear related to the specific include of the TR1 shared_ptr, or
to shared_ptrs in public headers in general?
-- Jeremy
Oh, and to clarify,
Is your fear related to the specific include of the TR1 shared_ptr, or
to shared_ptrs in public headers in general?
-- Jeremy
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By
Jeremy Selan <jeremy...@...>
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#41
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Re: [ocs-dev] OCS v0.5.5 posted
The use of tr1 shared_ptr is only a stub. When we get multi-platform
stuff sorted out that section will definitely be replaced with
platform / compiler specific #ifdefs. Any shared_ptr that provides
The use of tr1 shared_ptr is only a stub. When we get multi-platform
stuff sorted out that section will definitely be replaced with
platform / compiler specific #ifdefs. Any shared_ptr that provides
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By
Jeremy Selan <jeremy...@...>
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#40
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Re: [ocs-dev] OCS v0.5.5 posted
Hi Jeremy,
looking much nicer. However, I have The Fear as you are using C++ TR1
for smart pointer magic. We are on Visual Studio 2005 for Windows and
there is no TR1 for VS5 (we won't be changing in
Hi Jeremy,
looking much nicer. However, I have The Fear as you are using C++ TR1
for smart pointer magic. We are on Visual Studio 2005 for Windows and
there is no TR1 for VS5 (we won't be changing in
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By
Bruno Nicoletti <bruno.j....@...>
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#42
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OCS v0.5.5 posted
This one will actually build on other people's machines...
please see INSTALL file for instructions on how to build the Nuke
example (posted here as well):
Make a build directory, cd into
This one will actually build on other people's machines...
please see INSTALL file for instructions on how to build the Nuke
example (posted here as well):
Make a build directory, cd into
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By
Jeremy Selan <jeremy...@...>
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#39
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First Code Drop: OCS v0.5.4
Folks,
We've made a lot of progress on Open Color Space, and decided to post
our first cut. This is first code drop of many; we will try to post
the trunk either every week or every 2 weeks. (And
Folks,
We've made a lot of progress on Open Color Space, and decided to post
our first cut. This is first code drop of many; we will try to post
the trunk either every week or every 2 weeks. (And
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By
Jeremy Selan <jeremy...@...>
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#38
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Re: 3DL cube format.
Yes. Agreed. The importer can use the fuzzy greater-than-1/2-max
heuristic for guessing the bit-depths of A and B.
...and be correct most of the time.
-blake
Yes. Agreed. The importer can use the fuzzy greater-than-1/2-max
heuristic for guessing the bit-depths of A and B.
...and be correct most of the time.
-blake
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By
bsloan <bsl...@...>
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#37
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Re: [ocs-dev] 3DL cube format.
Cool, thanks for the info. So it sounds like when we want to write a .3dl exporter, we'll need to specify which flavor of .3dl to write. However, on the import side it still sounds like we'll be
Cool, thanks for the info. So it sounds like when we want to write a .3dl exporter, we'll need to specify which flavor of .3dl to write. However, on the import side it still sounds like we'll be
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By
Jeremy Selan <jeremy...@...>
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#36
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3DL cube format.
Regarding 3dl --
The lore I've been fed is that Mitch Bogdonowicz formerly of Kodak
wrote (invented? burped?) the 3dl "specification" when he was at Kodak
as a quick and dirty solution of 3D LUT
Regarding 3dl --
The lore I've been fed is that Mitch Bogdonowicz formerly of Kodak
wrote (invented? burped?) the 3dl "specification" when he was at Kodak
as a quick and dirty solution of 3D LUT
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By
bsloan <bsl...@...>
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#35
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