2011
Table Of Contents
- Autodesk Composite 2011 User Guide
- Contents
- Preface
- Getting Started
- Reference
- About Reference
- Projects
- Wiretap
- Importing Media
- Getting Familiar with Your Workspace
- The Player
- About the Player
- Player View Default Settings
- Setting the Target
- Setting Context Points
- Playing Back in Multiple Views
- Playback Performance
- Setting the Target for the Player
- Setting the Channels for the Target
- Setting the Mark In and Mark Out Points for Playback
- Setting the Repeat Mode
- Setting the Frame Rate for Playback
- Setting the Real-Time Playback Preference
- Synchronizing or Separating Playback between Views
- Setting the Playback Point when the Player Updates
- Setting the Resolution for a Player
- Setting the Grid in the Player
- Setting a Region of Interest (ROI) in the Player
- Displaying Masks and Guides
- Showing or Hiding Tiles
- Turning Hardware Rendering On or Off
- Setting the Pixel Aspect Ratio of the Player
- Displaying Player Option Information in the Player view
- Displaying Manipulators in the Player
- In-player Pixel Display
- Adjusting the Zoom or Pan
- Applying a LUT or Color Conversion Tool to the Player
- The Mini-Player
- The Fullscreen Player
- Working with Compositions
- Multilayer Compositing and 3D Effects
- Reaction Compositing and Effects
- Compositing Workflow
- Basic Compositing in Reaction
- Working with Maya Pre-Comps
- Working with Layers
- Working with Geometric Surfaces
- Using Parenting Axes
- Working with Materials
- Working with Lights
- Working with Cameras
- Camera Mapping
- 3D Displacement
- Transforming Objects
- Reaction Rendering Effects and Output Results
- Setting up a Stereo Camera Rig
- Pre-Compositing
- Importing FBX Files
- Premultiplication
- 2D Compositing
- Image Processing Tools
- Pixel Expressions
- Warping
- Effects Tools
- Managing Film Grain
- Pulling Keys and Creating Mattes
- Masking
- Raster Paint
- Vector Paint
- Color Correction
- About Color Correcting
- Applying LUTs
- Working with ASC CDLs
- Broadcast Safe Tool
- Transforming Color Space with the Log and Delog Tools
- Color Correcting with CC Basics
- CC Histogram
- Clamp Color Tool
- Color Space Tool
- Processing Images with Photo Lab
- Inverting an Image
- Remap Color
- Set Fill Color
- Solarizing an Image
- Creating a Monochrome Image
- Modifying a Display With the Pass Through Tool
- Setting the Amount of Gray in an Image
- Converting an Image to sRGB
- Animation
- Animation Concepts
- The Animation Tab
- Composition Browser
- Animation Editor
- The Animation Property Area
- Player Controls
- Working with Cue Marks
- Contextual Menus
- Keyframing Workflows
- Marking Attributes for Keyframing
- Setting Keys Manually
- Setting Keyframes Automatically
- Editing Keyframes in the Tool UI
- Editing Keyframes in the Animation Editor
- Adding and Deleting Keyframes
- Modifying Interpolation
- Modifying Extrapolation
- Temporarily Modifying Attribute Values
- Customizing the Layout when Working with Animation Curves
- Global Time vs. Local Time
- Time Offsets, Keyframing, and Instancing
- Time Tools
- Customization Tools
- Vectors
- Expressions
- About Expressions
- Short Expressions
- Expression Input Paths
- Visual Linking
- Visual Linking Methods
- Navigating the Expression String
- Validating and Applying the Expression String
- Viewing the Expression
- Associating Comments with an Expression
- Editing an Expression
- Removing an Expression
- Setting Expressions Examples
- Expression Reference Tables
- Arithmetic Operators
- Comparison Operators
- Operator Precedence
- Math Functions
- Vector Functions
- Random Number Functions
- Rounding Functions
- Trigonometric Functions
- Constants
- Time Functions
- Profile Functions
- Conditional Functions
- Tracking and Stabilizing
- About Tracking and Stabilizing
- Tracking Concepts
- Stabilizing Concepts
- Tracker UI
- Tracking Workflow
- Choosing a Reference Point
- Positioning the Reference Box
- Resizing the Reference and Tracker Boxes
- Resetting the Reference Box
- Resetting the Tracker Box
- Changing the Color of a Tracker
- How the Tracker Works
- Tracking Position
- Tracking the Scale of an Object
- Tracking the Rotation of an Object
- 4-Point Tracking
- Tracking Difficult Shots
- Correcting Errors
- Stabilizing
- 1-point Stabilizing
- 2-point Stabilizing
- Simultaneous Stabilizing and Tracking
- Video Tools
- Utilities
- Hotkeys
- Composite Executables
- Python Scripting
- Initialization Variables and String Substitutions
- Glossary
- Index
Working with 1D LUTs
A 1D LUT is generated from one measure of gamma (white, gray, and black)
or a series of measures for each color channel. You typically work with a pair
of 1D LUTs: the first converts logarithmic data to linear data, and the second
converts the linear data back to logarithmic data to print to film.
1D LUTs can be used as import and export LUTs, and as monitor LUTs. Import
and export LUTs are mainly used to convert between the logarithmic data
contained in film scans and the linear data used within the application.
Monitor LUTs ensure the image displayed on the monitor resembles the final
output without the actual image data being modified.
You can apply a 1D LUT when importing a film clip, and then convert the
image data back to logarithmic data when exporting the final output. For
example, you can use a 1D LUT on import to convert 10-bit to 8-bit, 16-bit,
32-bit, or linear images for manipulation. Typically, you would then apply
the inverse LUT on export to restore the logarithmic data, ensuring that the
modified film print exactly matches the original shot.
NOTE You can use 1D LUTs created outside the environment. However, to be
recognized, the 1D or 3D LUT file must be in the correct format and be named
correctly. Comment lines are permitted.
Using 1D LUTs Created Using Third Party Software
You can use 1D LUTs created in other applications as long as they are in the
recognized format. All 1D LUT files must have the .lut extension. You should
save all 1D LUTs in the project's LUT folder for ease of use, and so they can
be archived with the setups of the project.
The 1D LUT Format
The 1D LUT file begins with a declaration of the number of tables and the
number of entries per table:
LUT: <number of tables> <number of entries per table>
The number of tables in the file depends on the channel resolution required.
For a LUT in which all three RGB channels are converted using the same
values, just one table is required. To convert the three channels using different
values, use three tables. For three channels plus alpha, use four tables. The
number of entries in each table corresponds to the bit depth of the source file:
256 entries for 8-bit resolution, 1024 for 10-bit and 4096 for 12-bit. For
example, a LUT operating on three 8-bit channels independently would have
the following declaration:
Working with 1D LUTs | 619