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Mixolydian wrote:So the only option left is the custom one, but that's eyeballing it. Which is OK I guess, but I can't believe that a program that is used mostly for compositing for major movies doesn't have an easy option to load EXR, which if I read correctly, it's a format created by ILM for the purpose of rendering from 3D software.
There's something I'm missing, right? I mean, sure I can add a color space transform to it, but the loader has a long list of gamma options, so it has to have something to load linear EXRs, right?
Fusion is natively linear and most tools in it, expect linear to work the best. Linear EXR is essentially native to Fusion, so its assumed its what you already want to work with. If you want to convert it to something else, there are nodes like gamut node and others for that.
The Gamut node has controls to transform one color space to another and remove/add gamma curves. This node, along with the Cineon Log node, is primarily used to linearize incoming images and then reapply the applicable output gamma curve at the end of a node tree.
A Gamut node is most often placed directly after the MediaIn node in DaVinci Resolve or a Loader node in Fusion Studio. Another Gamut node is usually placed at the end of a node tree before a MediaOut node in DaVinci Resolve or a Saver node in Fusion Studio.
Output Space
Output Space converts the gamut to the desired color space. For instance, when working with linearized images in a composite, you place the Gamut node just before the Saver node and use the Output Space to convert to the gamut of your final output file. You leave this setting at No Change when you want to remove gamma using the Source Space control.
NOTE When outputting to HD specification Rec. 709, Fusion uses the term Scene to refer to a gamma of 2.4 and the term Display for a gamma of 2.2.
Remove/Add Gamma
Select these checkboxes to do the gamut conversion in a linear or nonlinear gamma, or simply remove or add the applicable gamma values without changing the color space.
Pre-Divide/Post-Multiply
Selecting this checkbox causes the image’s pixel values to be divided by the Alpha values prior to the color correction, and then re-multiplied by the Alpha value after the correction. This helps to avoid the creation of illegally additive images, particularly around the edges of a blue/green key or when working with 3D-rendered objects.
When the gamma is linear usually metadata info graph shows nothing since its the native space for Fusion. When there is something else, usually it will show up in metadata. Here is easy way to work with linear (EXR) only one I had handy was a HDRI image converted to linear EXR. And a parrot in Rec709.
Of course when you work with Linear in your node tree , the viewers will need to use viewer lut or buffer lut, if you are in 3D workspace. As a rule of thumb you want linear which is natively expeted in your node tree and you want to also be seeing what it is output color space going to be, in your viewers. and you do that by using viewer luts. If you don't know what it is, reference the manual.