View Full Version : 32 Colour Space in to DPX
Nicholas Costaras
08-31-2011, 03:43 AM
I'm currently finishing up a feature film shot on the RED in Vegas 10. Vegas 64bit seems to have held up. No wierd crashing etc...
Now I'm starting to grade, and just wanna know if there is anyone who has had experience having the 32bit export into DPX files. I have tried importing the DPX both 8bit and 32 bit onto different platforms with different results.
I'm also not too sure what the decoding process handles (32bit) converted into Digital cinema.
Anyone manage to push 32bit out into the big screen yet. I really love the results off the 32bit space and will hate to work in 8bit, if need be.
Miltos Pilalitos
09-04-2011, 02:56 AM
Why don't you use an EDL from Vegas to RCX and export your DPXs from there after your primary corrections?
I have imported all kinds of DPXs from Vegas to Fusion without any problems.
Nicholas Costaras
09-05-2011, 11:45 PM
Well. I have already done all the cropping and image stabilization in vegas. So first prize would be to export directly from vegas. Did fusion recognise the 32bit colour space without any hassles? And if you export the DPX from fusion, what bit depth are the colours exported at?
Thanks
Miguel "Macgregor" De Olaso
09-30-2011, 08:59 AM
Vegas will render your image in 32bits but they won´t be exported as 32 bits, they will be exported at the bit depth that the file type can handle. In the DPX case it will be 10 bits as far as I know. Which is still pretty good.
So color grade at 32 bits, then export as DPX. :D
jake blackstone
09-30-2011, 10:29 AM
DPX support 16 bit depth, although I'm not sure if Vegas supports 16 bit DPX export. All high end grading systems work in full float, i.e. 32 bit. Again, not sure if Vegas does.
If you want 32 bit export, then you need to use EXR, but why, unless it is used for VFX. For DCP 16 bit is sufficient...
Nicholas Costaras
10-14-2011, 01:38 PM
Thanks!
I'll do just that, 32bit to 10bit DPX.
Nicholas Costaras
10-19-2011, 03:35 PM
Ok. The good news is that the new Magic Bullet runs 64bit, it has the Colorista Ranged HSL(with 9 points incl. Orange) very cool, and all colorista tools except for keying. The bad news is that it only represents 2.2 video levels, which I'm not using. I've tested it on Vegas 11 and seems like I'm getting the same problem, but otherwise it's quick and comes with a skin grid. So for 32 colour space if you want to use the new Magic bullet stick to 2.2 video levels. Hope they fix it or at least let it reference the right gamma values of 32bit linear 1.0. Personaly i prefer the 1.0 gamma, it really looks sexier.
Gabriele Turchi
10-19-2011, 05:27 PM
Personaly i prefer the 1.0 gamma, it really looks sexier.
what do you mean? why ?
is useful work in linear light if you need to integrate into CGI systems ...otherwise why ?
g
g
Subhadip Sen
10-19-2011, 10:38 PM
Ok. The good news is that the new Magic Bullet runs 64bit, it has the Colorista Ranged HSL(with 9 points incl. Orange) very cool, and all colorista tools except for keying. The bad news is that it only represents 2.2 video levels, which I'm not using. I've tested it on Vegas 11 and seems like I'm getting the same problem, but otherwise it's quick and comes with a skin grid. So for 32 colour space if you want to use the new Magic bullet stick to 2.2 video levels. Hope they fix it or at least let it reference the right gamma values of 32bit linear 1.0. Personaly i prefer the 1.0 gamma, it really looks sexier.
Use color curves, give it an S shape, you can get 2.2 to look like 1.0. As far as I know, you can do this inside Magic Bullet too.
Nicholas Costaras
10-20-2011, 02:57 AM
what do you mean? why ?
is useful work in linear light if you need to integrate into CGI systems ...otherwise why ?
g
g
I'm still learning but it seems like the skin gets better exposure, especially on white skins. It just seems more rounded. I tried playing with the settings to get them to match, mainly by manipulating the RED Raw but the skin somehow looks better. I'l play some more to see if I can get the right results.