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Re: How to guarantee floating point textures



Ive used Max/MSPJitter for broadcast video, HD 10 bit output, and would like to do the same with Quartz Composer. (or at least, the option to do the same)

As youve noted, using a Digibeta record 10 bit YUV 4:2:2, and outputting to other sources such as D5/HDCamSR support 4:4:4 10 bit recording. Granted it is definitely not every day you need/want to do this, but the option would be great. In fact, there is new hardware for HDCamSr decks that allow 2K recording with dual link HD-SDI. Regardless, I was more curious about some of the internals of QC, and any limitations of it.

Pierre, thank you for pointing out the 32 bit option in the Render to Image. It was staring me in the face, and I did not see it.

Thank you,

On Nov 5, 2007, at 2:03 PM, email@hidden wrote:

Pierre Wrote:
Why would you wanna do that? Video input has 8 bits resolution anyway, so you >wouldn't gain anything.

BlackMagic 10 bit uncompressed codecs http://www.blackmagic-design.com/downloads/codecs/Blackmagic_Codec_OSX.zip

microcosm 16 bit codec or NONE16 16 bit codec from Digital Anarchy.
http://www.digitalanarchy.com/micro/micro_none16.html

Gluetools 16 bit cineon codec:
http://www.gluetools.com/news.html

oh yeah and there's Redcode now as well.

Maybe you meant the live input node? but video does not equal 8 bit always...

vade your 10 bit video can't be displayed on any consumer computer monitor but Sony Digibeta decks record in 10 bit YUV and are commonly used in broadcast. The most common source of > 8 bit video data is film scanners or 3d rendering. film scanners (or a spirit Datacine) can output 10 bit log DPX files which is unpacked to 16 bit linear and 3D is often rendered in 16 bit half float OpenEXR format for film visual effects work.

Of course now the Red camera is starting to record in a RAW format which is close to 10 bit log so >8 bit video is going to become more common.

8 bit projectors and displays... I reckon only a few years away.

Roger CoreMelt

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