Hello, all!
I've been nagging about this for awhile, and since I'm recently returning to Blender to help out with some work I thought I'd bring it up again.
I'm doing some video editing that involves highly accurate color correction: namely editing in 16 bits per channel RGB. When dealing with large images and subtle coloration changes you can quickly get into banding issues when you're stuck at 8 bits per channel (aka 32 bit RGBA), but the additional headroom afforded by 16 bits per channel (aka 64 bit RGBA) eliminates these problems for larger renders.
I believe I recall seeing that the internal math is done either in floating point space or 16 bit space, and so I would love to see a selector for "8 bit" or "16 bit" color!
Many thanks for considering,
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Doug Bischoff
Ceridwen Productions
16 bits per channel rendering
Moderators: jesterKing, stiv
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the tiff format does support 16 bits per channel, but blender doesn't exploit these features [probably because quicktime is used for tiff support, and quicktime will only deal with 8 bit images, it converts 16 bit tiffs into 8 for blender [does blender ask for them that way?]]MadMesh wrote:That would be a great feature. But it means that Blender will need to support a file format that can handle 16 bits channels as wel.
I thought OpenEXR was/is on the todo list. Patients is the keyword.
http://www.openExr.org
http://www.openExr.org
Hehe, I just wrote one this weekendjoeri wrote:I thought OpenEXR was/is on the todo list. Patients is the keyword.
http://www.openExr.org


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Woo Hoo!
Go Official Blender, I beg you! Let me at it!

Seriously, anything that gives us a more professional level of control is highly desirable. Thanks for your work!
-Bischofftep

Seriously, anything that gives us a more professional level of control is highly desirable. Thanks for your work!
-Bischofftep