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 = … mb4096^2
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 |
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 1080p2560 x 1440
- HDTV3840 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
personal4096 × 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