Charles Boileau wrote:What I would like to know is: will it ever be implemented like ARRIRAW? AKA Less options in the Camera Raw panel?
The new IPP2 workflow does exactly this. It's now designed as a three stage pipeline. See the white paper here:
http://www.red.com/downloads/58de8ef92325b41b45000543Stage 1. is Primary Raw Development (debayer) with conversion to RedWideGamutRGB and encoding to Log3G10, with just ISO, exposure (effectively doing the same thing), and white balance (kelvin and tint). This step gets us to a single, standardized log space for all RED footage going forward*. While this step is more-or-less available in the current SDK in Resolve, it should be noted that the new IPP2 demosaicing algorithm appears to genuinely retain an additional stop of unclipped highlight information when compared with previous versions. Until that new SDK is incorporated in Resolve, this additional benefit is only available in the Beta version of REDCINE-X PRO, currently BUILD 50 BETA 1:
http://www.red.com/downloads/4f56854e6261f95a570006afStage 2. is a "Grading" stage, designed for CDL or the application of "creative" 3D LUTs, operating on that Log3G10 encoded material.
Stage 3. is an Output Transform with gamut mapping to the appropriate output color space, tone mapping, highlight roll-off, gamma, and SDR/HDR options. In a "pure" IPP2 workflow – such as in REDCINE-X PRO, via SDK, or in-camera in Helium model cameras (due to additional required hardware not in Dragon models) – this step is executed as math. In a less "pure" but equally effective workflow, the Output Transforms can be encapsulated as LUTs, which is what RED has supplied here, targeting Rec.709, as the IPP2 OUTPUT PRESETS:
http://www.red.com/downloads?category=Other&release=beta . These LUTs can also be combined with upstream "creative" LUTs from use in non-"pure" IPP2 workflows, and for use in Dragon sensor cameras.
Ultimately this means that all Red footage going forward will be standardized after debayer into a single, well defined log space, and all subsequent contrast and gamut decisions are separated from that step. This allows for a workflow where creative work (done in log space) and output transform decisions are separate, and I'll be interested to see how well that works in practice. It also implies that for a "full" IPP2 workflow as designed, Resolve will need to somehow separate the first stage into the Camera Raw tab, and the third stage (the Output Transforms) will become available as a node-based operation, or in some other downstream way.
In the meantime, a LUT-based IPP2 workflow is entirely possible in Resolve, based on the supplied LUTs, but without the advantages of the final debayer algorithms. I hope that BlackMagic can get at least the new first stage into Resolve soon, as the improved highlight retention is terrific, and the later stages can be worked around for now. (In fairness, they are waiting on RED to release a final SDK, as even RED's own full IPP2 software is still beta.)
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* All RedColor, DragonColor, and RedGamma variants, and RedLogFilm are retired as of IPP2. RedWideGamutRGB and Log3G10 are the whole deal now.