Files Formats

Pxlink: Color Obsidian: [[DTA]] [[21-01-01-Pipes|Pipes]] [[13-01-01-Houdini|HOU Config]] [[11-01-01-Math|Math]] [[08-01-01-Material|Mat]]

Resolutions

Napkin math res

1024^2

  • 1 048 576 pixels

4096^2

  • 16 777 216 16 mil pixels = … mb
  • 4096^2 pix = 33 550 points - 500 frames (~16 sek)
  • 4k normal map at 80% UV usage can contain normal data from ~13.5m triangles at a density of one triangle per pixel.

Lidar - geotif file points 1 per meter is highest you will find

Color space Conversion

  • sRGB - on monitor looks like even distribution but is not / math in sRGB is not working
  • linear - look vanished
  • 19% of light intensity is perceived by us as half . (and 50% of sRGB is 21% linear so after gamma applied is appealing and natural for eye)

sRGB

  • mid gray in middle (perceptual display of blacks) sRGB - 2.2 Gamma (1/2.2=0.4545)

Because our eyes is more sensitive to differences in darker colors than brighter, the darker parts gets more room in the small 0-255 value space.

  • For Color / Albedo

Linear RGB

  • image is brighter (black are crushed into small range)
  • Linear space value (0.5) converted to a gamma space rgb value: 0.5^(1 / 2.2) = ~0.73 * 255 = 186

In linear the brighter values are as important as the dark ones.

  • Quality of 16-bit linear is about equal to 12-bit sRGB.
  • Mid grey 18% after gamma look like 50%
  • For math, to get linear dependencies along gradient

sRGB to Liner Gamma To Linear

  • 255 * POWER(gammavalue / 255,2.2)
    if (sRGB <= 0.04045) 
      { 
      linearRGB = sRGB / 12.92; 
      } 
    else 
      { 
      linearRGB = pow((sRGB + 0.055) / 1.055, gamma);
      }
    

Linear to sRGB  Linear to Gamma

  • 255*POWER(linearvalue/255,1/2.2)
  • pow(@linear, 0.4545);
  • pow (x, 0.4545) is a bit cheaper ‘cause there’s no division involved. 1/2.2 is 0.45
    if (linearRGB <= 0.0031308) 
      { 
      sRGB = 12.92 * linearRGB; 
      } 
    else 
      {
      sRGB = 1.055 * pow(linearRGB, 1.0 / gamma) - 0.055; 
      }
    

https://www.vfxwizard.com/tutorials/gamma-correction-for-linear-workflow.html

Quality

bpc – bit per channel
pbi - bits per image

Bit depth - The number of bits per pixel, sample, or texel in a bitmap image (holding one or mode image channels)

  • 8 bit - what monitor can show
  • 16bit - enough
bits per pixel bits per channel colors    
1-bit color 1x2 binary (2 colors)    
8 bit 1x256 256 colors    
16-bit 1x65k 1x65k colors High color  
24-bit 3x8 bpc = 256 16M colors True color LDR (The human eye can discriminate up to ten million colors)  
32-bit 4x8 bpc 16M colors True color with Alpha RGBA  
48 bit 3x16 bpc     RAW
96 bit 3x32 bpc   HDR  

Formats

Formats meant for view or transports data.

exr - fastest save, saved as linear - less compression - multi layer

  • EXR with zip « LOSE LESS: Standard 32 bit . largest file nothing lost. perfect replication < hdri , cryptomats and sometimes displacement
  • EXR with DWAA - loose precision of highlight < smaller faster and can contain many images.
  usecase  
*.exr Render !!! OpenEXR is Light & Magic high dynamic range raster file and floating-point precision. DJI Viewer. 32 bit files. EXR also has fast multi-threaded file reading and writing, leading to better read-write performance compared to other formats.
*.tga Unreal (No windows prev!) lossless Truevision Advanced 32-bit true color; that is, 24-bit (8 bpc) color plus an alpha channel,
*.png Network Portable Grap Network Graphic (48 bpi = 16 bit per channel bpc) PNG compression format is prone to white fringing and iffy alpha values in general when converted to Unreal engine formats.
*.tif Print loseless Adobe Tagged Image File Format, 8 or 16 bpc (to 48bit transp can constain metadata like GeoTiff) (LZW lossless compression)
*.sbs   Substance Designer Document
*.sbsar   Substance Archive
*.iff   maya “z-depth”

*.obj - no vertex color and 2-uvs standardized, no attribs  
*.fbx -  
*.gltf-    Create an unwanted catalog in UE4, no Vert Color?  
*.bgeo.sc - cache  
*.sim - more expensive H cache (eg in output node in dop)    

Aspect Ratio

4:3 1.33 - Old TV
16:9 1.77 - HDTV format (4:3 squared)

  • 1920 x 1080 - full HD 1080p
  • 2560 x 1440 - HDTV
  • 3840 x 2160 - 4K (4K UHD) (2160p)
  • 7680 × 4320 - (8K UHD)
  • 17280 × 4320 - (16K)

1.85 - Widescreen - slightly wider than 16:9
2:1 2 - Univisium - versitile and save
21:9 2.33 -
2.35 - CinemaScope -
2.76 - imax

  • 3440 x 1440 2.38:1 personal
  • 4096 × 2160 1.89:1 4K (DCI) movie ind

Video formats

m4v < mp4 locked mkv < can have anything and support for corupted files

mov - edit on the file