50% gray in a 32 bit linear project

I am trying to understand some basic stuff in terms of the linear work flow. I hope someone will have the answer to enlighten me.

I am having trouble understanding how to interpret 50% gray while working linear, this seems like a fundamental issue to me, but maybe I am wrong? Again enlightenment would be appreciated.

To explain my confusion I have a few images:


This first image is an 8bit render from a 3D application, as interpreted by After Effects in an 8 bit sRGB color space project. As expected 50% gray is visually, as expected, halfway between black and white.


This next image is a 32 bit render from a 3D application. This one is gamma corrected so that it will be interpreted properly by After Effects in 32 bit linear color space.


This last image is the 32 bit rendered image as interpreted by After Effects in a 32 bit linear space project. As you can see the grays are identical visually to the 8 bit image, but the values have changed. Why is this occurring? Is it a good/bad thing? What are the implications for compositing?

Thanks for reading or for answering any of these questions.

how to make this vfx shot ??

i put my hand in a bag or somehting like that and then get it out and only my arm is there with blood a the end while ma hand is gone as if there was a monster inside the bag that bit (and completely cut) ma hand !! ;D
plz say it in simple words as i am a beginner
thx in advance

Propaganda3 Experience Site

There must be something in the water in Kansas City, because Propaganda3 just launched one of the most insane (and insanely good) sites I’ve seen in quite some time.

Making of Calamity Jane

In this tutorial I will not go in the detail explanation, assuming that reader has some basic knowledge of modeling, rendering and…div class=”feedflare”
a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=nh4Jtmdadr4:NJw8v_BlpCU:yIl2AUoC8zA”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?d=yIl2AUoC8zA” border=”0″/img/a a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=nh4Jtmdadr4:NJw8v_BlpCU:7Q72WNTAKBA”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?d=7Q72WNTAKBA” border=”0″/img/a a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=nh4Jtmdadr4:NJw8v_BlpCU:V_sGLiPBpWU”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?i=nh4Jtmdadr4:NJw8v_BlpCU:V_sGLiPBpWU” border=”0″/img/a a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=nh4Jtmdadr4:NJw8v_BlpCU:qj6IDK7rITs”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?d=qj6IDK7rITs” border=”0″/img/a a href=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?a=nh4Jtmdadr4:NJw8v_BlpCU:gIN9vFwOqvQ”img src=”http://feeds.feedburner.com/~ff/Cgarena-GetAttentionInCG?i=nh4Jtmdadr4:NJw8v_BlpCU:gIN9vFwOqvQ” border=”0″/img/a
/divimg src=”http://feeds.feedburner.com/~r/Cgarena-GetAttentionInCG/~4/nh4Jtmdadr4″ height=”1″ width=”1″/

Depth map edge issues

I’ve been given a z-depth map for a 3D model along with its render.
The image is applied to a card and I’m using the DisplaceGeo node with a 3D camera and piped thru a scanline render. all of that works fine but the depth map has some anomalies around the edges that show as long spikes. There’s an alpha that should be clipping this but doesn’t. Eroding the alpha still doesn’t cause the spikes to be clipped. Any suggestions?

Other depth map questions:
1. The depthmap values range from 5 to 45 in this particular case, relating to real world measurements. The default DisplaceGeo is scale of .1 If I want to make sure depthmap creates true z in a world to match xy units are there specific settings to make sure that happens or will i have to manually scale until I think it’s right.

2. Should histogram work with these types of values? Doesn’t really seem to even when changing the input range.

Thanks.

Systems Programmer

Systems Programmer

Start Date – Immediate

Description:
MPC is looking for an experienced programmer to work as part of the Systems team supporting an array of in-house tools and libraries. Particular emphasis will be on maintaining and developing MPC’s data management system ‘Shotmanager’. Shotmanager consists of a suite of tools manage and move CGI data through the VFX pipeline. This includes creating projects in a consistent way, load balancing of disk storage, synchronising data between MPC’s worldwide sites, and archiving to tape.

Key Tasks/duties:

  • Work with the Systems, R&D and Pipeline Development teams to support, maintain and develop in-house data management tools.
  • Pro-actively improve features, performance and efficiency of data management tools and respond to feature enhancement requests from users.
  • Provide Shotmanager support and technical expertise to the R&D and Pipeline Development teams to help them resolve end-user problems.
  • Implement test and quality control procedures to ensure software stability, data security, and continuity of 24/7 production schedules.
  • Take responsibility for troubleshooting and resolve any unscheduled downtime.
  • Identify upcoming business requirements, recommend and implement solutions, and provide input for the design of next generation technology.
  • Author both technical and user documentation for all software written.
  • Ensure software written is compliant with MPC programming standards.
  • Mentor junior team members.

Skills and Experience:

  • Strong Perl programming skills including DBI, IPC and sockets, large data structures and optimisation tools.
  • Experience of writing Perl services for filesystem operations.
  • Good experience and knowledge of writing applications based around large data sets stored in MySQL or other databases.
  • Knowledge of MySQL servers, MySQL proxies and replication, NFS Storage, Networking (i.e. capacity planning / knowledge of LAN and WAN capabilities / transfer speeds), Veritas Netbackup, Service Oriented Architectures.

This is an exciting opportunity to work in the dynamic world of visual effects. If you are interested please apply online here: http://www.moving-picture.com/index….rogrammer.html

Maya Generalist London – Tues 5th Sep (4 days)

Hi there. We need a Maya generalist next week. In particular you will be texturing, lighting, bringing in 3d camera data from PFTrack, rendering. There won’t be any modeling requirements. As next week has a bank holiday on Monday, work will start on Tuesday. Very best, Jim

city elevation

Hi mates, I’ve got a doubt and may be one of you found a trick for it before.

I’ve got to model a volume elevation for a industry zone in barcelona, and I found most of the buildings done in google earth, but I can’t download them, just a few ones.

Does anybody know how to get them all at a time, or even one by one (a pitty option but… usefull)

Thanks everyone!

coloroverlay value set

Hi,

How is it possible to change colorOverlay of rotoshape using python. I tried the following. Although it works fine with tile color, gl_color and also as a matter of fact with the script too. However, it does not show the change in GUI. How do i get the change reflected in the GUI.

Nuke version : 6.6

Code:

col = nuke.getColor()
if not col == None:
    for n in nuke.selectedNodes():
        n.knob('tile_color').setValue( col)
        n.knob('gl_color').setValue( col)
        n.knob('colorOverlay').setValue( col)


Brgds,

kNish

Node issue

Hey folks,

I’m trying to build a gizmo based around the MarkerRemoval node – however i’ve found that it has a problem. If it’s given an alpha where there’s multiple points on the same horizontal line it appears to take it’s source for replacing anywhere on that line, rather than just adjacent to the individual alpha areas.

Kinda hard to explain, but I’ve included an example below.

Just wondering if anyone’s come across this before, or if anyone’s ever made their own marker removal style tool, with offset plates?

TIA

set cut_paste_input [stack 0]
version 6.1 v1
push $cut_paste_input
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toolbox {selectAll {
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{ createEllipse tt 6 }
{ createRectangle tt 7 }
} }
toolbar_brush_hardness 0.200000003
toolbar_lifetime_type all
toolbar_source_transform_scale {1 1}
toolbar_source_transform_center {320 240}
lifetime_type "all frames"
lifetime_start 54
lifetime_end 54
center {1629.300049 283.1000061}
motionblur_shutter_offset_type centred
source_black_outside true
name RotoPaint3
selected true
xpos 404
ypos 1339
}
CheckerBoard2 {
inputs 0
name CheckerBoard1
selected true
xpos 505
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}
Copy {
inputs 2
from0 rgba.alpha
to0 rgba.alpha
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MarkerRemoval {
name MarkerRemoval2
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Crop {
box {1458.400024 230.3999939 1680.400024 470.3999939}
name Crop1
selected true
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}