Forum Replies Created

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  • Juan Salvo

    August 3, 2013 at 8:34 pm in reply to: Sharpen hightlight flicker

    That’s a bug with ATI on OS 10.7.5. Upgrade to 10.8 to fix.

    color/post/workflow
    https://JuanSalvo.com

  • Juan Salvo

    August 3, 2013 at 8:30 pm in reply to: Proper use of LUTs for non RAW footage

    If you don’t know what the LUTs intended input and output is, then the LUT is not for you. Which is the case with most LUTs.

    My opinion, you should never, ever use a LUT for a primary grade. That’s like using a jackhammer to level out a rocky table.

    1D LUTs affect each color channel individually and separately. 3D LUTs deal with the absolute color, not proportions of component colors.

    The best practice to using LUTs is if you don’t know what the lut is and by extension exactly how it should be used, you shouldn’t use it.

    color/post/workflow
    https://JuanSalvo.com

  • Juan Salvo

    August 3, 2013 at 8:25 pm in reply to: Resolve LUT question

    The slog that f3 uses and slog2 are not the same.

    Jordan I recommend you try, you know, grading the footage. 🙂 slog tends to come out nicely with a bit of curving. Just takes a bit of getting used to. There is an slog 1d curve floating around.

    color/post/workflow
    https://JuanSalvo.com

  • Juan Salvo

    August 3, 2013 at 8:24 pm in reply to: Grade 4k for a 1080 output?

    You’re correct. There are certainly advantages to conforming from the raw, which extends well beyond just resolution. The questions are whether they have the r3d avaialable, how simple or straightforward the conform will be, and whether the gain in resolution/range/flexibility is worth the performance hit.

    color/post/workflow
    https://JuanSalvo.com

  • All codecs are handled on the CPU. Image processing in resolve is generally handled on the GPU, and most (meaning in variety not volume) raw camera formats in Resolve are debayered either in GPU or a combination of GPU/CPU, but not all. R3D and (i believe still) DNG are entirely CPU debayered.

    color/post/workflow
    https://JuanSalvo.com

  • Think of it this way. There are four seperate containers at play.

    -drive speed
    -CPU
    -GPU
    -Bus/Memory bandwidth

    Each container has it’s own limits, but in aggregate the limit is whatever the weakest link is.

    Once you get to ~90 frames (depending on data rate/compression type) you start to max out the number of frames your CPU can decode and encode simulatinously in ProRes. Different codecs would have different limits. And of course efficiencies in the way the codec is written make a difference too. Basically this stuff gets complex, but 90-100 frames is insanely fast for a box that is 3years old (at best)! 🙂

    color/post/workflow
    https://JuanSalvo.com

  • Please reread my post. The problem is not your gpu. It’s your CPU or maybe drives… From the sound of it, I’d say your CPU. The gfx is not what’s holding you back, it’s just the laws of physics.

    So no, a faster GPU will not make your renders faster.

    color/post/workflow
    https://JuanSalvo.com

  • What you’re describing doesn’t require that much GPU power. I think your bottle neck is the speed of your drives and CPU, not your gpus.

    color/post/workflow
    https://JuanSalvo.com

  • Juan Salvo

    July 20, 2013 at 7:01 am in reply to: Quadro 4000 Display Port glitch?

    Sounds like the adapter or cable could be faulty. Might want to contact NVidia for support.

    color/post/workflow
    https://JuanSalvo.com

  • Juan Salvo

    July 20, 2013 at 2:38 am in reply to: Quadro 4000 Display Port glitch?

    Where are you feeding the DP signal to? What adapter are you using? Passive display port adapters (ones without a power source, USB or otherwise) can only carry single link signals. Which only got up to 1920×1200. Active adapters (the ones from apple require you to plug in a USB port to power it) allow for dual-link signals which support larger screens at full res.

    color/post/workflow
    https://JuanSalvo.com

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