Working with Half Float Media

 
 
 

OpenEXR is a high-dynamic range (HDR) media format supporting multi-resolutions and an arbitrary number of channels and channel types, such as specular, diffuse, alpha, RGB, normals, in a single file. Lustre supports OpenEXR 16-bit RGB only (files with other channels cannot be read). This format is sometimes referred to as "16-bit half float".

Lustre can obtain 16-bit floating-point media in four distinct ways. First, it can acquire the media by way of a Wiretap server. That is to say, by browsing the clip libraries and associated framestores of Visual Effects and Editing applications. Second, it can acquire the media directly, by importing OpenEXR media using a Wiretap Gateway server. Third, OpenEXR files can be read directly without using the Wiretap Gateway server. Fouth, media shot with a RED camera in HDRx mode and where "High Dynamic Range" is selected in the HDRx settings section of the Transcode tab also enter Lustre as 16-bit floating-point. In all cases, you need to tell Lustre how to work with the half float media.

As indicated, OpenEXR represents pixels as floating-point numbers. Internally, Lustre uses a 16-bit integer buffer format (although processing is done in floating-point). Thus, before you can grade OpenEXR media, it must be converted from floating-point to Lustre's special extended-range integer format. This is done by setting a floating-point conversion LUT for the project. This setting is located in the calibration tab of the project settings. Several floating point conversion LUTs are provided as examples.

LUT Description
lin_default A float-conversion LUT which converts the scene-linear floating-point media into an extended range video space suitable for grading using Lustre's linear grading controls.
log_default A float-conversion LUT which converts the scene-linear floating-point media into an extended range logarithmic space suitable for grading using Lustre's logarithmic grading controls. This is the recommended way of grading HDR media.
lin_black_limit1 Similar to lin_default but accomodates media from some digital cameras which may have spurious negative or very low values.
log_black_limit1 Similar to log_default but accomodates media from some digital cameras which may have spurious negative or very low values.

Similar to logarithmic media, HDR media requires a viewing LUT in order to look correct on a display or to render to a video color space. This is sometimes referred to as a tone-mapping LUT. This LUT should be selected in the Output tab of the Render settings. See Rendering Shots. Several example tone-map 1d-LUTs are provided.

LUT Description
lin_default_tonemap An example tone-map output LUT to be used with the lin_default floating-point conversion LUT.
log_default_tonemap An example tone-map output LUT to be used with the log_default floating-point conversion LUT.
identityExtended An output LUT which avoids clipping of HDR information when rendering back to floating-point.

When your goal is to output a floating-point image, either directly to an OpenEXR file, or via rendering to Wiretap as part of an interoperability workflow with an Autodesk Visual Effects and Finishing application, use identityExtended as an output LUT to preserve the extended-range floating-point information. For example, if you are pre-grading OpenEXR media preparing for VFX work, use the identityExtended output LUT during the render.