Re: compositing with EXR
John Coldrick <[email protected]> Fri, 28 Oct 2005 09:36:14 -0400
| Newsgroups | gmane.comp.video.openexr.user |
|---|---|
| Organization | Axyz Animation |
| Message-ID | <[email protected]> |
On Friday 28 October 2005 05:26, ant l wrote: > Thanks for the reply..I'll try to explain better. > I understand that exr is just another file format and that it can be > treated as such. However what seems unclear to me is how this is used in a > production pipeline. > Typically, cineon are converted to linear format and stored in 16bit > images. > OpenEXR images are read as 32bit floats (by Shake at least) and are > quite slow to work with. Actually I've had good speed response with OExr in Shake, I suppose it's all relative. It's trivial to convert to 16, of course, if you want, but just as you would typically want a depth map to be float, OExr gives you that much more to fiddle with. It's options. Houdini's compositor, for instance, keeps OExr images at 16 bit float internally. AFAIK Shake comps at float internally. It's where it all ends up eventually, which is why I'm a little curious why you're finding such a noticeable speed hit. I find it *far* snappier on an NVidia FX3600 than 32 floats(probably due to using the clever nvidia half display hack which was one of the great things about OExr - see the website). Graphics driver issue, perhaps? I tend to render CG layers at 16 float in OEXR just for that reason, since internally the renderer is already doing it at pure float and dithering it down to whatever depth you want. OExr offers that great option of depth yet excellent filesize performance. > Is this a price that > we have to pay? I tried to convert them to 16bit (to match the cineon > plate) however, they get clipped to 1 which makes it a useless operation. I'm not sure I'd call it useless, really. Getting values outside black and white are very useful for some film shots, but even without that you're getting higher depth within 0-1. > I guess my question is if people generally use them as 32bit floats or > convert them to something smaller? And if so, how? Personally, I'd only convert in the pipeline, e,g, using the Bytes node in Shake. Sometimes I find what I want to do in a comp needs it from 0 to 1, otherwise I need to manage it, so for a certain operation I'll nip it down. Otherwise, I like the "room". :) Cheers, J.C. -- John Coldrick www.axyzfx.com Axyz Animation Houdini/Renderman/Discreet 425 Adelaide St W 416-504-0425 Toronto, ON Canada [email protected] M5V 1S4 ----------------------------------------------------------------------- It's a damn poor mind that can only think of one way to spell a word. -- Andrew Jackson