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linear workflow and OCIO with Fusion 8

Posted:
Thu Nov 03, 2016 11:35 am
by Noel Froger
Hi,
I'm new to fusion 8.
The doc about linear isn't guiding me in a particular workflow...
For now i use that guide.
http://www.comp-fu.com/2012/02/linear-gamma-workflow-in-fusion/But it's old and i have a feeling that using the OCIO feature of fusion 8 could solve me problems i have when i color correcting my 3d footages...
Did someone could guide me about the "correct" way in fusion 8 or do nothing had change and i should continue like the blog post ?
Re: linear workflow and OCIO with Fusion 8

Posted:
Sat Nov 05, 2016 10:04 pm
by michael vorberg
you can use the OCIO nodes to use them to convert the colorspace based on the OCIO settings you have, but the general workflow is the same:
use a viewer LUT (can also be OCIO) and work in linear. convert your footage to it with the nodes think will do the best (directly in the loader, gamut node or OCIO)
the more interessting part is: what problems do you have with your 3d rendered footage?
Re: linear workflow and OCIO with Fusion 8

Posted:
Fri Nov 11, 2016 11:41 pm
by Noel Froger
michael vorberg wrote:...the more interessting part is: what problems do you have with your 3d rendered footage?
I think when i'm in linear nodes aren't able do detect that i'm in linear.
Exemple, the CC node seems to doesn't use the good curve, even with range adjustments.
The same goes for masks etc.. i'm missing something ?
Re: linear workflow and OCIO with Fusion 8

Posted:
Wed Nov 23, 2016 11:09 pm
by michael vorberg
all tools in fusion work in linear, so they dont need to detect that you are in linear.
in the preferences you can set "global->user interface->gamma aware color controls" and set it to 2.2 for sRGB display. this should improve the handling a bit for the everything with colorwheels
but the colorCorrect is another thing, the curves in the ranges are not set to a linear workflow. you can try to find a settings what you like and save it as default
Re: linear workflow and OCIO with Fusion 8

Posted:
Wed Nov 23, 2016 11:24 pm
by michael vorberg
i think this setting is close to the default in nuke
- Code: Select all
{
Tools = ordered() {
ColorCorrector1 = ColorCorrector {
CtrlWZoom = false,
Inputs = {
CorrectionRange = Input { Value = 1, },
WheelRangeDummy1 = Input { Value = 1, },
SuppressionRangeDummy = Input { Value = 1, },
ColorRanges = Input {
Value = ColorCurves {
Curves = {
{
Points = {
{ 0, 1 },
{ 0.025, 1 },
{ 0.075, 0 },
{ 0.09, 0 }
}
},
{
Points = {
{ 0.5, 0 },
{ 0.695804195804196, 0 },
{ 0.832167832167832, 1 },
{ 1, 1 }
}
}
}
},
},
HistogramIgnoreTransparent = Input { Value = 1, },
},
ViewInfo = OperatorInfo { Pos = { 990, 82.5 } },
}
}
}
Re: linear workflow and OCIO with Fusion 8

Posted:
Thu Nov 24, 2016 10:09 am
by Noel Froger
Thanks Michael.
One of my main problems too is with masks, did you have any tricks to make the soft edge linear too ?
I can't use a gammut tool between each mask right ?
Re: linear workflow and OCIO with Fusion 8

Posted:
Thu Nov 24, 2016 11:47 pm
by michael vorberg
the falloff on the double edge from a polygon/bspline mask is in linear. you can test it if you create a mask at on side of the image and pull the outer edge to the other side.
the soft edge of the masks is just a blur on the mask itself, therefore you cant get a linear falloff here.
- Code: Select all
{
Tools = ordered() {
Note1 = Note {
Inputs = {
Comments = Input { Value = "compare the soft edge mask with the blured one\n\npolygon1 mask has linear falloff with the double edge", }
},
ViewInfo = StickyNoteInfo {
Pos = { 935, 49.5 },
Flags = {
Expanded = true
},
Size = { 196, 344.3 }
},
},
Polygon1 = PolylineMask {
DrawMode = "InsertAndModify",
DrawMode2 = "InsertAndModify",
PolyLine2Disabled = true,
CtrlWZoom = false,
Inputs = {
MaskWidth = Input { Value = 1920, },
MaskHeight = Input { Value = 1080, },
PixelAspect = Input { Value = { 1, 1 }, },
ClippingMode = Input { Value = FuID { "None" }, },
Polyline = Input {
SourceOp = "Polygon1Polyline",
Source = "Value",
},
Polyline2 = Input {
SourceOp = "Polygon1Polyline2",
Source = "Value",
},
},
ViewInfo = OperatorInfo { Pos = { 825, 346.5 } },
},
Polygon1Polyline = BezierSpline {
SplineColor = { Red = 173, Green = 255, Blue = 47 },
NameSet = true,
KeyFrames = {
[1001] = { 0, Flags = { Linear = true, LockedY = true }, Value = Polyline {
Closed = true,
Points = {
{ Linear = true, LockPF = true, LockP = true, X = -0.539697527885437, Y = 0.526936054229736, LX = -0.00567108392715454, LY = -0.343434353669484, RX = 0.013215136811247, RY = 0.00287183935653109 },
{ Linear = true, LockP = true, X = -0.500052117451696, Y = 0.53555157229933, LX = -0.013215136811247, LY = -0.00287183935653109, RX = 1.7446226129388e-005, RY = -0.357529529086857 },
{ Linear = true, LockP = true, X = -0.499999778773308, Y = -0.537037014961243, LX = -1.7446226129388e-005, LY = 0.357529529086857, RX = -0.018903666964531, RY = 0.0112233360608419 },
{ Linear = true, LockP = true, X = -0.556710779666901, Y = -0.503367006778717, LX = 0.018903666964531, LY = -0.0112233360608419, RX = 0.00567108392715454, RY = 0.343434353669484 }
}
} }
}
},
Polygon1Polyline2 = BezierSpline {
SplineColor = { Red = 160, Green = 252, Blue = 4 },
NameSet = true,
KeyFrames = {
[1001] = { 0, Flags = { Linear = true, LockedY = true }, Value = Polyline {
Closed = true,
Points = {
{ Linear = true, LockPF = true, LockP = true, X = -0.539697527885437, Y = 0.526936054229736, LX = -0.00567108392715454, LY = -0.343434353669484, RX = 0.34718906729253, RY = -0.000247590233486713 },
{ Linear = true, LockP = true, X = 0.501869673992154, Y = 0.526193283529276, LX = -0.34718906729253, LY = 0.000247590233486713, RX = -3.13606741870753e-005, RY = -0.353040191264186 },
{ Linear = true, LockP = true, X = 0.501775591969593, Y = -0.532927290263283, LX = 3.13606741870753e-005, LY = 0.353040191264186, RX = -0.352828790545498, RY = 0.00985342782818854 },
{ Linear = true, LockP = true, X = -0.556710779666901, Y = -0.503367006778717, LX = 0.352828790545498, LY = -0.00985342782818854, RX = 0.00567108392715454, RY = 0.343434353669484 }
}
} }
}
},
Blur1 = Blur {
Inputs = {
Filter = Input { Value = FuID { "Multi-box" }, },
XBlurSize = Input { Value = 145, },
ClippingMode = Input { Value = FuID { "None" }, },
Input = Input {
SourceOp = "Ellipse1_1",
Source = "Mask",
},
},
ViewInfo = OperatorInfo { Pos = { 825, 181.5 } },
},
Ellipse1_1 = EllipseMask {
Inputs = {
MaskWidth = Input { Value = 1920, },
MaskHeight = Input { Value = 1080, },
PixelAspect = Input { Value = { 1, 1 }, },
ClippingMode = Input { Value = FuID { "None" }, },
},
ViewInfo = OperatorInfo { Pos = { 715, 181.5 } },
},
Ellipse1 = EllipseMask {
Inputs = {
Filter = Input { Value = FuID { "Multi-box" }, },
SoftEdge = Input { Value = 0.2, },
MaskWidth = Input { Value = 1920, },
MaskHeight = Input { Value = 1080, },
PixelAspect = Input { Value = { 1, 1 }, },
ClippingMode = Input { Value = FuID { "None" }, },
},
ViewInfo = OperatorInfo { Pos = { 825, 82.5 } },
}
}
}
Re: linear workflow and OCIO with Fusion 8

Posted:
Fri Nov 25, 2016 3:39 pm
by Hendrik Proosa
Masks are deceiving things, they can look wrong when they are right. A linear falloff on a soft mask edge will not result in a linear-looking edge because middle is too dense. You will not get a perceptually linear ramp when you comp a light FG over dark BG using a matte with proper linear soft edge. And you should not get it, because this is how stuff works in real world too. Take a look at a contrasty soft shadow edge in bright sunlight and you will see that it is not a perceptually linear gradient.
Re: linear workflow and OCIO with Fusion 8

Posted:
Sat Nov 26, 2016 8:12 pm
by Chad Capeland
One reason I would like to see more options for the soft edge. Both the blur and the interpolation triangle strip. Would be so nice to set a function curve for the falloff.