Timeline for What is the the ASC-CDL node?
Current License: CC BY-SA 4.0
38 events
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Jan 28, 2022 at 16:52 | history | edited | Timaroberts | CC BY-SA 4.0 |
fix old manual link
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S Jan 28, 2022 at 14:51 | history | suggested | George Hawkins | CC BY-SA 4.0 |
Added space after hashes as I assume they were meant as headers - and added math formatting.
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Jan 28, 2022 at 9:52 | review | Suggested edits | |||
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Mar 18, 2021 at 6:13 | comment | added | Vit Kovalcik |
I am sure most people know, but just a note that in the current Blender version (2.92) the ASC-CDL code seems to be fixed. I found this float x = in * slope + offset; return powf(x, power); (I omitted negative values checking for clarity). It is from COM_ColorBalanceASCCDLOperation.cc, which is tied by several steps to the Color Balance node.
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S Dec 14, 2020 at 22:28 | history | suggested | HISEROD | CC BY-SA 4.0 |
fixed minor typos/misspellings (not a thorough check)
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Dec 14, 2020 at 20:44 | review | Suggested edits | |||
S Dec 14, 2020 at 22:28 | |||||
Nov 17, 2018 at 3:07 | history | edited | troy_s | CC BY-SA 4.0 |
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Nov 17, 2018 at 2:57 | history | edited | troy_s | CC BY-SA 4.0 |
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Apr 13, 2017 at 12:57 | history | edited | CommunityBot |
replaced http://blender.stackexchange.com/ with https://blender.stackexchange.com/
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Jan 1, 2017 at 17:01 | comment | added | troy_s | @ArlenBeiler You can run data through any node you wish, but the question is "Will it do what I am attempting to accomplish?" In the case of LGG on scene referred data, the answer is unequivocally 'No' because of the 1.0 display referred value and that sRGB EOTF transfer function. No depth here, just another bumbling idiot that has been walking the halls for too long. Try the config and you will see what this discussion is about in practice. There currently is no node to perform a colourspace transform via the compositor, although you could hack a transfer curve with math, but unadvisable. | |
Jan 1, 2017 at 14:23 | comment | added | Arlen Beiler | Looking at some of your answers, I am amazed and thankful for your breadth of knowledge about colorspace. I will do more research about it. But you can do the colorspace conversion in the compositor and then run the output through the LGG, can you not? Also, the LGG function uses the sRGB colorspace to do the conversion. That is the myopic function name you mentioned above. | |
Dec 31, 2016 at 23:15 | comment | added | troy_s | @ArlenBeiler I would encourage you to do some research into how transfer functions play a role in the scene referred to display referred domain. Further, when you are suggesting that "something works" I would also encourage you to examine what an imager is attempting to do and what those values mean to analyse what "work" means. Perhaps start by learning about the scene referred domain before we go any further, otherwise it is all moot. Fair? blender.stackexchange.com/questions/46825/… Further reading at end. | |
Dec 31, 2016 at 21:18 | comment | added | Arlen Beiler | Lights aren't the only thing, but what I mean is that in the end, unless the user saves as raw, the output will be clipped between 0 and 1. Remember, this is the compositor, not the textures. Can you show me how it does not work? All multiplication does is scale a value. When I graph that function I get a straight line. If we use a lift of 0.9, values less than 1 are increased and values greater than 1 are decreased in proportion to their difference to 1. 0 becomes 0.1, 2 becomes 1.9. | |
Dec 31, 2016 at 16:28 | comment | added | troy_s | @ArlenBeiler So we have gone from LGG not working to you insisting it does, and now suggesting that 1.0 is some magical value that only lights go over? Wrong on so many levels. | |
Dec 31, 2016 at 13:29 | comment | added | Arlen Beiler | For a lift of 0.8, the slope is 0.8 and the offset is 0.2 | |
Dec 31, 2016 at 13:17 | comment | added | Arlen Beiler | It still makes the assumption about 1, but it works on any possible value. So it is still really designed to work with display-referred values, but it should work fine on scene referred values. From experience, values larger than 1 are used for lights mostly in Cycles. So it will still lower those values. You could call it contrast , but pivoting on 1 instead of 0.5. | |
Dec 31, 2016 at 13:11 | comment | added | Arlen Beiler | Not really. ` ((5 - 1) * 0.8 ) + 1 = 4.2`, it is just slope pivoting on 1, instead of 0. | |
Dec 31, 2016 at 4:31 | history | edited | troy_s | CC BY-SA 3.0 |
Reinstate incorrect removal of HSV. HSV is display referred nonlinear in the conversion of values.
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Dec 31, 2016 at 4:29 | history | rollback | troy_s |
Rollback to Revision 12
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S Dec 31, 2016 at 4:12 | history | suggested | Arlen Beiler | CC BY-SA 3.0 |
HSV outputs RGB, Hex is RGB. Other minor changes to voice.
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Dec 31, 2016 at 3:49 | comment | added | troy_s | @ArlenBeiler LGG is display referred. End of story. Broke junk. Look at the code excerpt. See the "-1.0" part? That is broken on scene referred models. | |
Dec 31, 2016 at 3:45 | comment | added | Arlen Beiler | Are you sure that lift can't be used for values larger than 1? It should be a linear calculation given that it is simple multiplication. The subtraction is a trick to brighten the lower values. For lift, 0 => 0.2, 0.5 => 0.6, 1 => 1. Gain is the same as Slope, but AFTER the Lift is applied. | |
Dec 31, 2016 at 3:39 | review | Suggested edits | |||
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S Dec 26, 2016 at 6:03 | history | suggested | Arlen Beiler | CC BY-SA 3.0 |
Corrected tone to be less aggrieved
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Dec 26, 2016 at 3:18 | review | Suggested edits | |||
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Dec 12, 2016 at 14:01 | history | edited | troy_s | CC BY-SA 3.0 |
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Jun 22, 2016 at 5:49 | history | edited | user1853 | CC BY-SA 3.0 |
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Jun 17, 2016 at 21:31 | history | edited | user1853 | CC BY-SA 3.0 |
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Jun 17, 2016 at 21:22 | history | edited | user1853 | CC BY-SA 3.0 |
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Jun 17, 2016 at 15:11 | history | edited | user1853 | CC BY-SA 3.0 |
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Jun 15, 2016 at 4:57 | history | edited | troy_s | CC BY-SA 3.0 |
Typo
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Jun 14, 2016 at 6:59 | history | edited | user1853 | CC BY-SA 3.0 |
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Jun 14, 2016 at 5:18 | vote | accept | CommunityBot | moved from User.Id=1853 by developer User.Id=13498 | |
Jun 14, 2016 at 5:05 | history | edited | user1853 | CC BY-SA 3.0 |
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Jun 9, 2016 at 0:50 | history | edited | troy_s | CC BY-SA 3.0 |
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Jun 6, 2016 at 3:23 | history | edited | troy_s | CC BY-SA 3.0 |
Missed the power function in LGG.
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Jun 6, 2016 at 0:17 | history | edited | troy_s | CC BY-SA 3.0 |
Oopsied on the actual CDL code.
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Jun 5, 2016 at 20:48 | history | answered | troy_s | CC BY-SA 3.0 |