Malcolm Humphreys <malcolmh...@...>
Oh I have never used this as it got released by RSR after we implemented the csp format at RSP. Not sure if it's helpful as I haven't spent anytime looking into it so I wouldn't expect it to work out of the box. https://cinespacelutlib.svn.sourceforge.net/svnroot/cinespacelutlib/trunk/.malcolm On Jun 15, 10:13 pm, Malcolm Humphreys <malcolmh...@...> wrote: 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 spec here as the RSR link out there never seemed to work.http://groups.google.com.au/group/ocs-dev/web/cineSpace_LUT_format.zip
There is also an example 1D3D houdini lut if this helpshttp://groups.google.com.au/group/ocs-dev/web/lin_gamma22_1D3D.lut
.malcolm
On Jun 9, 7:16 am, Jeremy Selan <jeremy...@...> wrote:
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 format someone can recommend, let's add that too. Exr, dpx, tiff, jpg, etc are out. As OIIO supports ppm we just need to validate the conversion path, and then we can recommend it's use as a pre-process. (And OIIO will be gaining DPX support this summer so then all bases are covered). I'd like to avoid larry suggested 'raw lut access' approach in the short-term, at least until the bundled .ocs file support is worked out. -- Jeremy On Tue, Jun 8, 2010 at 1:58 PM, bsloan <bsl...@...> wrote:
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 code -- and the advantage of *not* having to depend on openimageio may outweigh the disadvantage of whining developers :).
There's some precedent for this -- NVidia's early Cg SDK provided the source for a lightweight PPM IO library.
Who knows? This may be one case where OCS can influence the standard.
-blake
On Jun 8, 11:28 am, Larry Gritz <l....@...> wrote:
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 call it a day, and let apps that use OCS be responsible for reading the image files (or having its own dependency on an image-reading library) in order to pass the array?
On Jun 8, 2010, at 11:10 AM, Naty Hoffman wrote:
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 - TIFF and TGA are common. There are enough tools to support converting between 2D formats that I don't know if it's worth adding complex library dependencies to Open Color Space just for this. Does OCS have any 2D image file formats supported at the moment? PPM (the RGB version of PBM) could perhaps work - how widely is it supported by common image viewing utilities, OS thumbnails, etc.?
Naty
Sent from my iPhone
On Jun 8, 2010, at 10:05 AM, Jeremy Selan <jeremy...@...> wrote:
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 as low as possible though. Naty, when folks use this approach in production, which file formats are actually used to store the pixel data? If it were a trivial ascii format (such as pbm,pnm, etc) that would be ideal... ;)
-- Jeremy
On Jun 7, 7:04 pm, "Nathaniel Hoffman" <n....@...> wrote:
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 here:http:// udn.epicgames.com/Three/ColorGrading.html). So it might make sense to support it after all...
Thanks,
Naty
Jeremy,
There are two LUT formats I know of that are used in game development.
One is a 2D image format (any lossless image format will do - we've used BMP, TGA and PNG) with a 2D representation of the LUT where the planes along the 3rd axis have been placed next to each other. So a 32x32x32 LUT would turn into a 1024x32 2D image. A common usage is for an identity LUT in this format to be placed next to an ungraded screenshot, both manipulated in Photoshop or some other color manipulation package, and then the colorized LUT is extracted.
The other format is a DDS (Microsoft DirectDraw Surface) file with a 3D texture in it, typically uncompressed. This is usually loaded directly into the game engine.
These are both a bit ad-hoc and not really standardized, so I don't know if they are relevant for OCS. If they are, let me know and I can try to work up something more like an actual spec for each of these.
Thanks,
Naty
Hello!
I'm at the stage where I would like to get a survey of lut file formats (1d, 3d, matrix, etc) that folks actually use in the wild.
If you commonly use a lut format at your facility, or define one in your software package, I would hugely appreciate it if you could upload example files and/or spec documents so I can begin work on the importers.
Even if it's a proprietary format, I'd love to take a peek so I can get a sense of the scope of formats out in the wild. (I need to make sure the internal API is rich enough to encompass current use cases).
Many formats have been mentioned previously, including: - Truelight ASCII .cub 3D lut - Assimilate Scratch (Arri /Kodak .3dl) - Iridas Framecycler (Iridas .cube) - Autodesk (MESH3D, .lut, etc.)
For the majority of these, I do not have either example files or specifications. Please help! :)
Also, does anyone know if the majority of lut formats identifiable by their extension? Are there common extension conflicts? Ideally, I'd like to try and have format reader registered based on file extension, and only if that fails give each lut loader a chance to read it. (Similar to how reader plugins work in nuke).
(Note that I'm not assuming 1 file == 1 lut. (We will support readers where 1 file can generate multiple transforms, such as a 1d shaper lut -> 3d lut -> 1d shaper lut.))
-- Larry Gritz l....@...
|
Malcolm Humphreys <malcolmh...@...>
toggle quoted message
Show quoted text
On Jun 9, 7:16 am, Jeremy Selan <jeremy...@...> wrote: 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 format someone can recommend, let's add that too.
Exr, dpx, tiff, jpg, etc are out.
As OIIO supports ppm we just need to validate the conversion path, and then we can recommend it's use as a pre-process. (And OIIO will be gaining DPX support this summer so then all bases are covered).
I'd like to avoid larry suggested 'raw lut access' approach in the short-term, at least until the bundled .ocs file support is worked out.
-- Jeremy
On Tue, Jun 8, 2010 at 1:58 PM, bsloan <bsl...@...> wrote:
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 code -- and the advantage of *not* having to depend on openimageio may outweigh the disadvantage of whining developers :). There's some precedent for this -- NVidia's early Cg SDK provided the source for a lightweight PPM IO library. Who knows? This may be one case where OCS can influence the standard. -blake On Jun 8, 11:28 am, Larry Gritz <l....@...> wrote:
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 call it a day, and let apps that use OCS be responsible for reading the image files (or having its own dependency on an image-reading library) in order to pass the array? On Jun 8, 2010, at 11:10 AM, Naty Hoffman wrote:
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 - TIFF and TGA are common. There are enough tools to support converting between 2D formats that I don't know if it's worth adding complex library dependencies to Open Color Space just for this. Does OCS have any 2D image file formats supported at the moment? PPM (the RGB version of PBM) could perhaps work - how widely is it supported by common image viewing utilities, OS thumbnails, etc.?
Naty
Sent from my iPhone
On Jun 8, 2010, at 10:05 AM, Jeremy Selan <jeremy...@...> wrote:
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 as low as possible though. Naty, when folks use this approach in production, which file formats are actually used to store the pixel data? If it were a trivial ascii format (such as pbm,pnm, etc) that would be ideal... ;)
-- Jeremy
On Jun 7, 7:04 pm, "Nathaniel Hoffman" <n....@...> wrote:
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 here:http:// udn.epicgames.com/Three/ColorGrading.html). So it might make sense to support it after all...
Thanks,
Naty
Jeremy,
There are two LUT formats I know of that are used in game development.
One is a 2D image format (any lossless image format will do - we've used BMP, TGA and PNG) with a 2D representation of the LUT where the planes along the 3rd axis have been placed next to each other. So a 32x32x32 LUT would turn into a 1024x32 2D image. A common usage is for an identity LUT in this format to be placed next to an ungraded screenshot, both manipulated in Photoshop or some other color manipulation package, and then the colorized LUT is extracted.
The other format is a DDS (Microsoft DirectDraw Surface) file with a 3D texture in it, typically uncompressed. This is usually loaded directly into the game engine.
These are both a bit ad-hoc and not really standardized, so I don't know if they are relevant for OCS. If they are, let me know and I can try to work up something more like an actual spec for each of these.
Thanks,
Naty
Hello!
I'm at the stage where I would like to get a survey of lut file formats (1d, 3d, matrix, etc) that folks actually use in the wild.
If you commonly use a lut format at your facility, or define one in your software package, I would hugely appreciate it if you could upload example files and/or spec documents so I can begin work on the importers.
Even if it's a proprietary format, I'd love to take a peek so I can get a sense of the scope of formats out in the wild. (I need to make sure the internal API is rich enough to encompass current use cases).
Many formats have been mentioned previously, including: - Truelight ASCII .cub 3D lut - Assimilate Scratch (Arri /Kodak .3dl) - Iridas Framecycler (Iridas .cube) - Autodesk (MESH3D, .lut, etc.)
For the majority of these, I do not have either example files or specifications. Please help! :)
Also, does anyone know if the majority of lut formats identifiable by their extension? Are there common extension conflicts? Ideally, I'd like to try and have format reader registered based on file extension, and only if that fails give each lut loader a chance to read it. (Similar to how reader plugins work in nuke).
(Note that I'm not assuming 1 file == 1 lut. (We will support readers where 1 file can generate multiple transforms, such as a 1d shaper lut -> 3d lut -> 1d shaper lut.))
-- Larry Gritz l....@...
|