![]() Take heed and give this movie a wide berth. Some of us suffered through something like this, so others don't have to. For a horror / thriller then "Mirror Image" (aka "Dark Image") was just a swing and a miss. And needless to say that with insufficient writing and dialogue, then the characters were just pointless and felt like mannequins milling about. It was literally painstaking to sit and listen to the actors and actresses stumble through this dialogue that seemed like it was written by a preschooler. The acting in the movie was every bit as rigid and wooden as the dialogue. Freeman thinking here, when he wrote the script for this movie? Maybe the story worked out nice enough on paper, but in transition to the screen it just lost all its sparkle and was downright boring and cringeworthy to watch. Oh dear, oh dear, this movie was just atrocious. But hey, a horror / thriller that I hadn't already seen, could be fun to watch. Sure, I hadn't even heard about the movie prior to now in 2021 as I sat down to watch it. The default values should suffice for most users.Well, I must say that I found this 2017 movie's cover to be interesting enough to actually make me pick up the movie and then sit down to watch it. If you feel IT is not interpreting the incoming image correctly you can override it using a long list of color profiles. This can be found in the main IT menu under View > Image Color Space > Automatic. If everything is setup correctly in the Display mapping preferences, IT will be able to interpret images correctly.Remember to set IT to display 32-bit color depth (float) in the RMS render option box to avoid color banding and clipping.This can be found in the main IT menu under View > Display View > sRGB. Remember, IT is not actually modifying the image, it's only showing you the image with a sRGB LUT. This means you don't have to change anything if rendering to the framebuffer. RenderMan defaults IT to a sRGB LUT, which is the best way to view images rendered with a linear workflow. ![]() Now that we have effectively modified the input images, we need to view them correctly. Thankfully, PxrTexture has a simple Linearize checkbox you can enable if you need to gamma correct your texture. If you're using PxrTexture instead of Maya file nodes to read textures, you need to linearize textures manually. Which translates into wrong colors, wrong light, but proper display. No INPUTS are color managed, therefore all the CALCULATIONS happen incorrectly, but the OUTPUT display is in sRGB. This is another common example of bad color management. Which translates into wrong colors, wrong light and wrong display. No INPUTS are color managed, therefore all the CALCULATIONS happen incorrectly and the OUTPUT display is linear. This is the default in most applications including Maya. This is where the knowledge of a proper imaging workflow comes in to save the day. In fact, the default gamma workflow for many 3D software is incorrect. This would be simple enough if every software would play by the same rules, but they don't. Pixar's IT viewer can compensate by showing the rendered image through a sRGB look up table (LUT), which is identical to what will be the final image after the sRGB gamma curve is applied in post. Because the resulting linear image in not suitable for viewing, but contains all the proper data.Because light works linearly and therefore only works properly when it lights linear values.
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