I’m working on one hour’s worth of cinematics for an upcoming game that was shot entirely bluescreen (Digibeta aquisition–>Blackmagic 10 bit SDI ingest to FCP). The material imported into FCP looks great, as it does when composited in Shake with all the CGI material, HOWEVER – when I render BACK to the same uncompressed Blackmagic codec, everything falls apart in terms of bit-depth. All the gradients in any blurs or defocus nodes look terrible with significant banding.
If I render out to Apple Animation or Blackmagic 10-bit RGB, everything looks great, but I don’t know if I can edit in FCP using either of these formats, plus – I ultimately have to get back to a format the game engine guys can use when all is completed – which is an uncompressed AVI file.
Anyone else seen this terrible performance when rendering out to Blackmagic 10-bit uncompressed NTSC? Any work arounds?
I need HELP real fast as my delivery date is FAST approaching.
Do you have the Blackmagic codecs installed or are you just using a blackmagic capture card? The blackmagic codecs should be labeled as such. The Apple is labeled as Uncompressed 10 bit 422. The subject makes it seem like you are using the blackmagic codecs which are a separate download and install.
You’re right, I’m actually using the Apple Uncompressed 10 bit 4:2:2 codec which is the one causing the banding issues. If I render out to the Blackmagic RGB codec, everything looks great – but I wanted to stay in the 4:2:2 codec since all the source media is already in that format, and I can maintain realtime performance if I keep everything the same.
It appears to me that there is a problem with the Apple uncompressed codec, but I can’t be sure. I’ve tried the same exercise on both my PowerPC G5 and my MacPro and get the same results. Someone recommended on the Blackmagic forum uninstalling the Blackmagic codecs because they sometimes have a negative effect on the Apple codecs, but this didn’t work.
The fact that I can render to the RGB codec without any issues leads me to believe that Shake is rendering higher then 8-bits, but in any event – using the BYTE node in Shake to work at 16-bits or in FLOAT doesn’t change the look of the rendered output to the 4:2:2 codec. So – I’m stumped!