Lucas Digital Releases OpenEXR Format 171
frankie writes "Although George Lucas may have gone over to the dark side, at least some of his staff prefer Freedom and light. ILM has released OpenEXR, a graphics file format and related utilities, under a BSD-style license. Among other things, it supports the same 16 bit format used by Nvidia CG and the Geforce FX. OpenEXR runs on Linux, Jaguar, and Irix; other platforms are likely to work with a little help from the community."
Now I can render... (Score:5, Funny)
Just imagine.... (Score:4, Funny)
Re:Now I can render... (Score:3, Funny)
Re:Now I can render... (Score:3, Funny)
Re:Now I can render... (Score:2)
Re:Now I can render... (Score:2)
Re:Now I can render... (Score:2)
But I stand by my desire expressed down-thread to glue Anakin's mouth shut...
Nifty (Score:1)
Just Great ... (Score:1, Redundant)
Incorrect link in article.. (Score:5, Informative)
You are not supposed to do THAT! (Score:5, Funny)
Great.. you just ruined the S.E.P. on that hyperlink!
SEP stands for Slashdot-Effect Protection
Re:You are not supposed to do THAT! (Score:4, Funny)
Isn't that prohibited under the DMCA? Oooooo...Someone's in trouble.
Question... (Score:2)
Re:You are not supposed to do THAT! (Score:2)
The S.E.P? But I could see it quite clearly without having to catch it in the corner of my eye..?
ILM isn't Lucas (Score:4, Funny)
But its great that now we can all remaster his original films and add our own awkward, out-of-place looking robots, aliens and spaceships.
I'll have Jar Jar and Indiana Jones doing the hoochie-coo on the roof of a car in American Graffiti.
Re:ILM isn't Lucas (Score:5, Informative)
It was a group of developers who first floated the idea, but ultimately it was George's call whether or not to do it, and he gave the OK, which is pretty cool, I think.
Re:ILM isn't Lucas (Score:3, Informative)
Hello Drew, and thanks for all the fish.
Lucas controls all (Score:3, Interesting)
I saw a rare interview/profile of Lucas just before AOTC was released, and they pointed out that Lucas is intimately involved in the important decisions for all of his businesses (and he has lots of them). While he might allow small decisions to be made by subordinates, Lucas pretty much nearly micromanages his empire. Can't argue with his management style because it's clearly worked for him. Come to think of it, I wonder if the folks at Pixar would have preferred to stay with Lucas vs. going to work for Steve "Reality Distortion Field" Jobs.
Re:Lucas controls all (Score:2)
Buthis empire is huge I doub't he micromanages anything, with the exception of Lucasfilm at most. I went to VES last year and it was funny, this guy at the opening reception kept pestering Lucas about this software. He said he didn't know about that and he didn't take care of that, he referred him to Jim Morris. Actually sometimes it seems he doesn't know all the details. In an interview (Millimeter, American Cinematographer or something like that), he was asked if he was aware the headaches the ILM model shop had because of using the HD cameras and he didn't, the previous article detailed all that. Actually he seems pretty laid back since he has to take care of his kids, I guess he lets everyone else worry about everything
Re:ILM isn't Lucas (Score:2)
Jason
ProfQuotes [profquotes.com]
I am your father Luke (Score:1, Interesting)
Thank you very much ILM
The Correct Link OpenExr (Score:1, Redundant)
OpenExr [openexr.org]
Mmm.. console rendering. (Score:2)
Re:Mmm.. console rendering. (Score:2, Informative)
# DO THE MATH! #
Re:Mmm.. console rendering. (Score:2)
Saying that the Jaguar was 64-bit is kind of like saying RC cars can go over 300 scale miles per hour.
So they would like you to write tools for them (Score:4, Insightful)
If all goes as planned all the great OSS software will be written to output this format in no time.
Re:So they would like you to write tools for them (Score:3, Funny)
Re:So they would like you to write tools for them (Score:3, Funny)
Getting a little full of ourselves, aren't we...
Re:So they would like you to write tools for them (Score:4, Insightful)
This means everyone (including you, me, and yes ILM) can benefit from this.
The thing I'd be suspisious (sp?) of is them releasing this format so everyone will start using it, then releasing their tools (for gobs of cash) that'll be better than most other software using the format.
Re:So they would like you to write tools for them (Score:5, Insightful)
Re:So they would like you to write tools for them (Score:2)
WRONG! (Score:2)
They are not profitable. In fact, they are funded by venture capital. The problem with Slashdot users is that they confuse the economics of Capitalism with free hand-outs. Zope is surviving on a free hand out. That does not mean they're profitable.
http://www.zope.com/News/PressReleases/FundingN
Re:So they would like you to write tools for them (Score:2)
I'm not sure where the problem is either...I'm alright with "open" all the way to the graphic card mfg's format.
If that means the card makers will produce something that levels the playing field on drivers for all OS's, count me in. I would also be suspicious of "special tools"....but that could only happen if the spec. for the drivers is not really "open."
Perhaps I don't really understand the problem though...how is getting the OS community to write/enhance/extend/propagate a format that would be great for all of us a problem?
Re:So they would like you to write tools for them (Score:5, Funny)
Actually, if all goes as planned in six and a half years there will be great OSS software at Milestone 15 able to render a sphere in only ten hours.
Re:So they would like you to write tools for them (Score:2, Interesting)
This helps both them and us. win-win
Re:So they would like you to write tools for them (Score:4, Insightful)
If all goes as planned all the great OSS software will be written to output this format in no time. "
Geez I didn't realize Dale Gribble frequented Slashdot.
There's a very simple reason why Lucas would release this format to the world: So it'll get included in other commercial packages. If Gimp, FilmGimp, and eventually Photoshop start supporting this format, then it's a win for everybody. This "They're doing it for greed!" paranoia is ignorant. Of course they're doing it for their benefit, they're paying for it by making it benefit everybody else. Damn them!
Whatever. I'm a little tired of this attitude that every time a giant takes a step, he kills innocent children, then he laughs like Beavis.
Not for Windows? (Score:3, Interesting)
Out of curiosity, has anybody used HDRI images for textures? I'm curious if the floating point data makes a difference. I could see it being particularly useful for the diffuse and lumination channels. What about color?
Re:Not for Windows? (Score:3, Interesting)
Re:Not for Windows? (Score:2)
May I ask where you're at? I'm sorry, I don't mean to pry. I'm just curious because I want to work at an FX studio in the next year or so. Any tidbit of info I can get about how things work in a place like that are extremely valuable to me.
Question: Do you use a tool there like Photoshop (Gimp maybe?) that works in that format? I'm very interested in 'painting' HDRI textures.
Not off topic. (Score:5, Interesting)
Okay, somebody modded me down as 'Off-Topic'. I'm just going to assume he/she/but probably he didn't understand what I was talking about here.
OpenEXR is a format for High Dynamic Range Imagery. What this essentially means is that instead of describing a pixel by having 3 channels @ 8-bits per channel (which has a maximum value of 255), you get a floating point 16-bit value per channel which is a measure of intensity. The result? Instead of having just color data there, you have color data & intensity data. The sky's blue, right? If you take a 24-bit picture of the sky, you get blue pixels. Is that enough data? No. Try looking up at the sky without squinting your eyes. Can't do it, can ya? The sky is *very* bright. With the HDRI format, you can store that luminosity as well as the color. That's why they use it for global illumination. You're capturing light sources, intensities, and color at the same time.
Thing is though, a floating point format has uses in other areas of 3D such as texture mapping. It means you can create/capture textures that deal in intensity as well (just like real life), thus you get a much more realistic response from lights in the scene.
I have no idea if I'm making any sense here or not, but the main point I'm trying to make here is that I am nowhere near off-topic. That's the reaason this format is interesting. It's not another
So basically (Score:2)
Re:Not off topic. (Score:2)
I also don't see the difference you are talking about with the "intensity" values as opposed to color. If the 8-bit 'r' value in a 24-bit pixel isn't measuring the intensity of red light at that pixel, then what is it measuring?
I guess my basic question is: Why is this so special? Why couldn't someone, for example, extend PNG to have 16 bits per channel (if it doesn't already) and forget about OpenEXR?
Re:Not off topic. (Score:3, Informative)
A 16 bit (unsigned) integer value has a range of 0 to 65535, in 1 unit increments.
A 16 bit floating point (half) value has a range between about
The nice thing about floating point numbers is that you can use the precision that it gives you in the most optimal way for your image whereas with integer values, the precision is spread out evenly over your entire range of values.
In the high range of floating point values (highlights), distances between discrete values will be large. In the low range, they will be small (shadows). Since the eye (and film) is not a linear light sensor (they are close to logarithmic), it makes more sense to deal with pixel values that are floating point instead of integer.
FP numbers to work with when you're doing image manipulation, since scaling up the data-type size (32 bit floating point) leaves you with data where 0.0 (black) and 1.0 (white), for example, have exactly the same meanings, but you now have extra precision for doing intermediate work on the pixel values. If you shift from a 16 bit integer, to 32 bit integer data type, the values of 0 and 1, for example, now have very DIFFERENT meanings, since the value of 'white' for the 32 bit pixel will have to be shifted upwards to take advantage of extra precision.
There are a whole series of advantages, though I'm not sure I've stated them well here. Go to their web site for more information, obviously.
Re:Not off topic. (Score:3, Informative)
Re:Not off topic. (Score:2)
Because light intensity is exponential rather than linear. One canonical example is that a black sheet of paper in full sun is actually brighter (in absolute terms) than a 100 watt bulb in a closed room. Therefore, FP makes more sense than integer.
Actually the data is color (Score:2)
Though this is practical if you use a linear space like XYZ so little software uses this that it is probably much more useful to store rgb. Don't even think about trying to store "hue" or store non-linear values like CIE xyz or any of that color-management stuff, non of it is defined well enough for cgi.
Re:Actually the data is color (Score:2)
Yeah, you're right. I should have written that more carefully.
Is Digital Domain using floating point image formats for anything besides Global Illumination? I started experimenting with using
Re:Actually the data is color (Score:2)
Biggest problem with renderers is that they refuse to treat incoming texture maps as anything other than linear. It would help a lot if they assummed 8-bit files were sRGB brightness levels. In some cases this can be fixed in shaders but that is rather tedious. Also often GUI input of colors is wrong, since it assumes the 8-bit color displayed by the GUI is linear.
We have been using an in-house format we call RGBA. This is simply SGI's format with the "exponent" of the largest of RGB put in the alpha channel, and the top 8 bits (with a leading 1) of the mantissa of RGB put into the RGB channels. This is an old trick from Graphics Gems. We have not really used Debevec's HDR format, RGBA was much easier to get into our software as it all already read/wrote SGI's format. But EXR is much better and we expect to use it extensively.
Re:Actually the data is color (Score:2)
I think I understand what you're saying. It's a bit of a surprise to me, I didn't realize how much programming work is involved in an FX studio.
"Biggest problem with renderers is that they refuse to treat incoming texture maps as anything other than linear."
Has Lightwave been tested in this sense? Before I responded to your post, I used an HDRI image I found and textured a cube with it, comparing it to a 24-bit version of the same texture. In playing with light intensities, I noticed the HDRI image behaved much differently in comparison to the 24-bit image. It responded much better to the light source, even better than a well defined diffuse channel. But I'm still not completely sure how I can use that to my advantage without tools to really create a texture that way. I think I can photograph some textures though that'd work really well. It might be a fun experiment at some point.
So yeah, I was just curious if D2 had tested Lightwave with HDRI images as textures lately. It seems to support them, but maybe I'm not totally understanding what you mean?
What got my interest in HDRI started is that my company has a 360 degree spherical video camera with an adjustable shutter. It occured to me that we can replace a light-probe with this camera placed in the center of the action. Since video can be captured, changing lighting conditions (like stage lights) could be captured as well. I wish time was more abundant do I can pursue experimentation with it.
Cheers
P.S. Not sure if you remember me or not, we had an email conversation about a month ago. I showed you the rocket image I did.
Re:Not for Windows? (Score:2)
Hey George! (Score:3, Funny)
The license, /.-ed but interesting clauses: (Score:4, Funny)
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
- Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
- Neither the name of Industrial Light & Magic nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. STAR TREK IS STUPID. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Reason: Don't use so many caps. It's like YELLING.
Your comment violated the "postercomment" compression filter. Try less whitespace and/or less repetition. Comment aborted.
Please try to keep posts on topic.
Try to reply to other people's comments instead of starting new threads.
Read other people's messages before posting your own to avoid simply duplicating what has already been said.
Use a clear subject that describes what your message is about.
Offtopic, Inflammatory, Inappropriate, Illegal, or Offensive comments might be moderated. (You can read everything, even moderated posts, by adjusting your threshold on the User Preferences Page)
Re:The license, /.-ed but interesting clauses: (Score:2)
Replace "Industrial Light & Magic" with "The Regents of the University of California" and it is just the standard BSD license.
Re:The license, /.-ed but interesting clauses: (Score:3, Funny)
This Software Is Provided By The Copyright Holders And Contributors "As Is" And Any Express Or Implied Warranties, Including, But Not Limited To, The Implied Warranties Of Merchantability And Fitness For A Particular Purpose Are Disclaimed. STAR TREK IS STUPID. In No Event Shall The Copyright Owner Or Contributors Be Liable For Any Direct, Indirect, Incidental, Special, Exemplary, Or Consequential Damages (Including, But Not Limited To, Procurement Of Substitute Goods Or Services; Loss Of Use, Data, Or Profits; Or Business Interruption) However Caused And On Any Theory Of Liability, Whether In Contract, Strict Liability, Or Tort (Including Negligence Or Otherwise) Arising In Any Way Out Of The Use Of This Software, Even If Advised Of The Possibility Of Such Damage.
George has a problem with the Mountain?The fine print, BIG IN ALL CAPS (Score:3, Insightful)
"Your honor, my client did not consent to the terms, for he was nor informed of them. After all, the terms were clearly shouted right in his face, in bold, underlined, and blinking. There's no way he could have seen that."
no windows support? (Score:2)
How long before we step in and port the Linux version?
Then I'll clarify. (Score:2)
While I like cygwin, it is nothing in comparison to the real thing. While I believe in the OS movement, I understand that some people and especially companies and groups can't just release the code.
Attention Apple Users (Score:4, Informative)
Well, to rephrase this, you can build them, but Lucasfilm have't gotten them to link due to undefined symbols and are probably
doing something wrong in the Makefile system.
The test suite will automatically try to link shared libraries if you've built them, so 'make check' will fail. To run the confidence tests, tell configure not to build shared libraries ("./configure --enable-shared=no").
More details are available in the README document.
Re:Attention Apple Users (Score:3, Informative)
No, he _wrote_ the readme (Score:2)
He's the maintainer. When he says "I meant" he means what he wrote in the readme. He's not the asshat troll that posted that first pile of crap/fud (that should be mod'd down, for god's sake).
Other uses for 16-bit formats? (Score:3, Interesting)
I was just curious if anybody out there uses HDR imagery (like the OpenEXR format) for anything besides global illumination?
I've been fiddling with the
That's seriously cool, but I'm in my infancy here with regards to these floating point formats. I'm just curious, who's using HDR in ways besides global lighting? It seems like there's a whole new door opening here.
Re:Other uses for 16-bit formats? (Score:2)
Re:Other uses for 16-bit formats? (Score:2)
So what ? (Score:2)
Anybody having to manage picture in more than 16**3 color will think of something simlar. And the extensibility remind me of tiff (TAGGED image file format). In fact, I'm not sure they would not have be able to store all what they want in tiff. So what?
It's cool that they have the file format (Score:5, Interesting)
Re:It's cool that they have the file format (Score:2)
Episode II was shot entirely on digital cameras [stanford.edu], which don't have anywhere near the bit depth supported by EXR. As always, GIGO [google.com].
Re:It's cool that they have the file format (Score:2)
Well Ep. 2 wasn't done in EXR. It started being used in The Time Machine. On the VFXPro announcement they mentioned it was used in Signs, Gangs of NY, Harry Potter 1 and MIB2. And it lloks like they will be using it at least for half of this year's productions:
ILM Releases Image File Format OpenEXR to Open Source Community [uemedia.com]Re:It's cool that they have the file format (Score:2)
5 years after everyone else...
Re:It's cool that they have the file format (Score:2)
Great, another format to be ignored (Score:2, Interesting)
Kickstart
Re:Great, another format to be ignored (Score:3, Insightful)
Don't hold back, tell us what you really think.
This might come as a shock to some, but the entire world isn't the same as you. They have different needs and different desires. In this case, ILM has a need for an image format which allows for high dynamic range and lossy compression. PNG doesn't supply that. TIFF doesn't supply that. JPG doesn't supply that. So they invented their own, and released it for all to use.
They really don't care very much about whether your browser supports it (although a nice plugin would be a cool idea, and golly, it is possible because they were kind enough to release the source). They are busy making movies. If you aren't making movies or interested in high dynamic range photography, you probably don't care. But then, they never said you had to care, did they?
minor correction (Score:2)
The EXR compression schemes (there are three) are lossless.
However, your general point is valid.
Brain-damaged moderation (Score:2)
While I disagree with Kickstart70's comment (clearly the new format has advantages that PNG does not have), his comment is obviously on topic. Whatever moderator marked it offtopic should have a bite taken out of his/her karma.
Re:Great, another format to be ignored (Score:2)
Umm this means nothing. (Score:4, Insightful)
the only thing I see this library even offers is the 'capability to store' HDR' (High Definition Rendering) information, which offers better lighting techniques and edge detection.. *free* code to do the exact same thing is available at ATI, nVidia, SIGGRAPH, Usenet, any number of graphic books, etc.
This story is useless. This code is useless. HDR relies on the rendering technique, not the 'file format'.
Re:Umm this means nothing. (Score:3, Informative)
16 bit float is just one of the datatypes it supports. The particular format they chose is not limited to Cg or the GeForceFX, it's the most common 16 bit float format out there, even if it isn't an IEEE standard.
The DirectX HLSL is (deliberately) syntacticly identical to Cg, so that's actually good for Cg, rather than killing it off as you suggest. OpenGL2's HLSL has yet to be confirmed, but if (as may be likely) it isn't also just like Cg, Cg will still be able to compile to OpenGL2 - it's just another render target, along with DX8/9, OpenGL 1.3/1.4, and nVidia's own extensions.
HDR info is useful for many many things in both 3D and 2D work (though I'm doubtful about edge detection). Other HDR-supporting formats do exist, including HDRI, TIFF, FLX, and RLA. Even Cineon/DPX supports limited HDR info. Each have their own advantages & disadvantages - OpenEXR is no worse than most, and better than many.
Rendering technique is only one small part of the whole job. If you want to take HDR info from one device/app/system to another, you have to write it into a file, so you need a file format that won't clip all your highlights...
Re:Umm this means nothing. (Score:2)
By providing a format specifically designed for HDR images, and providing a library and viewer for it, they will help enable VFX companies to share their data between companies and applications without reinventing the wheel every time.
It doesn't look like it's tiled (Score:5, Informative)
It's not a show-stopper but tiling really ought to be there. This format doesn't really add much to already existing formats and subtracts something important.
Re:It doesn't look like it's tiled (Score:2, Interesting)
You can load the image in pieces using the FrameBuffer object, but it's scanline-oriented, not tiled. Dunno if apps can get away with that or not.
Does Shake actually load the original file-based image in tiles, or does it simply tile its internal representation of the image and page that out to/from disk?
Re:It doesn't look like it's tiled (Score:2)
I don't know about Shake but I know Nuke is completely scanline-oriented. Processing in scanlines makes sense because each line fits in the CPU cache, whereas an entire image does not. Performing repeated ops on a single scanline without leaving the cache is a huge performance win. I don't see as clear a benefit for tiling horizontally also, except in specialized cases where you are working on HUGE images (like that 40Kx20K Earth mosaic) or using lots of sub-regions of larger images.
Tiling is irrelevant (Score:5, Interesting)
Anyway, tiling as you describe is rarely used in motion picture image processing work, regardless of the number of layers. Breaking down a large (4000x3000 or larger) image does improve memory usage (sometimes at a cost in efficiency for certain algorithms), but when this is done, it's usually broken into scanlines or groups of scanlines, not square tiles. This works just as well and fits better with how images are processed, stored, displayed etc. The number of layers to be composited does not affect this at all.
DPX and Cineon do not support tiled image packing. TIFF does, but I've never seen a post-production app actually output a tiled image - it just complicates things unnecessarily.
And it's rarely necessary to re-read an entire image if you just want a subrectangle of it - many formats make it relatively easy to read a limited region. Compression can complicate things, but you can usually limit your reading to just the scanlines involved.
Re:Tiling is irrelevant (Score:2)
Tiles are not needed (Score:3, Informative)
In fact tiles are a complete hinderance to modern programs that want to access arbitrary rectangles of the image and not obey some predefined cutting into tiles. For these programs, "tiles" like in tiff files require reading the entire image into memory before any of it can be returned, completely inverting the entire purpose of tiles. In the software I am writing our tiff reader refuses any tiled tiffs (ie it only accepts files that are one big tile) and we have yet to encounter any tiff that is not just one big tile.
Many modern programs "tile" the image by cutting it into scan lines or groups of scan lines, which you could consider long narrow tiles. But this requires no special support by the file other than storing the pixels in horizontal order.
Re:Tiles are not needed (Score:2)
Re:Tiles are not needed (Score:2)
Pixar has refused to come up with documentation for the texture file format, forcing us to write everything to tiffs and then run their converter, which is a real pita, and we could probably produce better mipmaps if we could start from our original floating point data rather than converting to .tiff.
How to take 16 bit floating point pictures (Score:2)
Re:How to take 16 bit floating point pictures (Score:2)
Most 3D packages render directly to high-dynamic range formats, including (I think) Povray. You don't need to render multiple exposures.
Re:How to take 16 bit floating point pictures (Score:3, Informative)
The CCDs used in these devices are pretty expensive and aren't available in pro-sumer or consumer devices. For now.
Apps like Idruna's Photogenics [idruna.com], Paul Debevec's HDRShop [debevec.org], and Greg Ward's Photophile [radiance-online.org] can produce HDR FP images from scans of photos of the same scene using different exposures. This works with the cheap color scanner that you bought at Fry's or Best Buy.
As for synthetic images, Renderman, Mental Ray use 32-bit FP internally. They can already produce 32-bit TIFF images. We're working on making the OpenEXR display drivers for these apps available with the rest of the OpenEXR software distribution.
Re:How to take 16 bit floating point pictures (Score:2, Informative)
Check out Paul Debevec's web site [debevec.org]. He seems to have pioneered (correct me if I'm wrong) a lot of image-based rendering techniques. HDR images are an important part of this. He describes how to recover HDR images from photographs [debevec.org], how to create "light probes" [debevec.org] (HDR environment maps), and then how to light synthetic scenes with a light probe [debevec.org].
Available for Atari? (Score:3, Interesting)
I'm glad someone is finally releasing software for the Atari Jaguar, it was such an unloved system.
Bad jokes aside, too many damn codenames that mean the same thing. Sometimes i realize why folks make stupid names like Itanium and Infinium.... no one else will be stupid enough to use them.
Is there a tool to paint in this format? (Score:2)
I'd like to paint textures this way, it's a lot more natural than today's 24-bit formats. Kinda sad, really. Since HDRI (high dynamic range imagery) came along, 24-bit seems so limited! So I'm hoping that something like Photoshop comes along soon and supports it.
Today what you have to do is make a sequence of images (3 or 4) that represent the image at different intensities so that a program can analyze them and develop a luminance curve. Which is fine, but it's a bit tricky to paint a texture that way. (works fine with photographs, though...)
Just curious about what kinds of tools are out there. I'm only recently developing an interest in this format.
Re:Is there a tool to paint in this format? (Score:4, Informative)
Also, Idruna Software [idruna.com] is working on OpenEXR support for their Photogenics package. It already supports creation of and painting on HDR formats.
Re:Is there a tool to paint in this format? (Score:2)
Also, Idruna Software [idruna.com] is working on OpenEXR support for their Photogenics package. It already supports creation of and painting on HDR formats."
Interesting. I'm glad you mentioned Idruna Software because I was under the impression Gimp was the only paint prog on the block for Linux.
Re:Is there a tool to paint in this format? (Score:2)
Most existing software works with 8 bits where the 255 levels are assigned to intensities by the definition "this number means the intensity you get when it is put on the screen". This is NOT linear (it is approximatley a 2.5 power function, and is also standardized as the sRGB curve).
Most of the algorithims used by the software does assumme linear levels though (like assumming that two pixels with 10 in them will be as bright as one pixel with 20 in it). This assumption is incorrect and is why a lot of renders and manipulations that you think are obeying the laws of physics produce bad computer-generated appearing images.
The problem is that you cannot use 8 bits for linear, as the steps at the black end are way too far apart (and lots of uselessly close steps are up at the white end). Fixing this requires a lot of rewriting of the software, and typically means replacing everything with floating point.
Good C++ style (Score:3, Insightful)
Re:Oh when the first post... (Score:2, Funny)
What? (Score:4, Funny)
Where? (Score:2, Funny)
Welcome to Slashdot, I hope you enjoy your stay. It seems you already understand how things work around here...
.
.
.
Yes, I understand the irony of this post.
(By the way, there is no charge for the spelling correction)
Note that if this does not get modded as "Funny," then it is likely a pointless, meaningless post, and potential moderators are now dumber after reading it. My apologies to them, and to any posts they may review henceforth.
Ummm. Wrong. (Score:3, Informative)
Half, a C++ class for manipulating half values as (Score:2)
As I see it, this helps not only them by having the OSS peeps write software that may indirectly help them, but also us because now we have a class so we can write to the Nvidia video cards even if we aren't using the ILM format.