Autodesk Lustre Color Management User Guide

Autodesk®
Lustre® Color Management
User Guide
©
2009 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or
Certain materials included in this publication are reprinted with the permission of the copyright holder.
Autodesk® Inferno®, Autodesk® Flame®, Autodesk® Flint®, Autodesk® Fire®, Autodesk® Smoke®, Autodesk® Backdraft® Conform software
Portions relating to MXF-SDK was developed by Media, Objects and Gadgets – Soluçoes de Software e Hardware, S.A. (http://www.mog-solutions.com) in co-operation with Institut für Rundfunktechnik GmbH (http://www.irt.de).
Portions powered by Automatic Duck. © 2006 Automatic Duck, Inc. All rights reserved.
Portions relating to dslib C/C++ Copyright 1988-1989 Eugene Dronek and Rich Morin.
Autodesk® Flare™ software
Portions relating to MXF-SDK was developed by Media, Objects and Gadgets – Soluçoes de Software e Hardware, S.A. (http://www.mog-solutions.com) in co-operation with Institut für Rundfunktechnik GmbH (http://www.irt.de).
Portions powered by Automatic Duck. © 2006 Automatic Duck, Inc. All rights reserved.
Portions relating to dslib C/C++ Copyright 1988-1989 Eugene Dronek and Rich Morin.
Portions relating to MPEG Layer- 3; supply of this product does not convey a license under the relevant intellectual property of Thomson multimedia and/or Fraunhofer Gesellschaft nor imply any right to use this product in any finished end user or ready-to-use final product. An independent license for such use is required. For details, please visit http://www.mp3licensing.com.
Autodesk® SystemCentral™ software Adobe® Flash® Player. Copyright © 1996-2006 Adobe Systems Incorporated. All Rights Reserved.
Autodesk® Inferno®, Autodesk® Flame®, Autodesk® Flint®, Autodesk® Smoke®, Autodesk® Backdraft® Conform
Portions relating to MPEG Layer- 3; supply of this product does not convey a license under the relevant intellectual property of Thomson multimedia and/or Fraunhofer Gesellschaft nor imply any right to use this product in any finished end user or ready-to-use final product. An independent license for such use is required. For details, please visit http://www.mp3licensing.com.
The following are registered trademarks or trademarks of Autodesk, Inc., in the USA and other countries: 3DEC (design/logo), 3December,
Trademarks
3December.com, 3ds Max, ADI, Alias, Alias (swirl design/logo), AliasStudio, Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning Assistance, AutoCAD LT, AutoCAD Simulator, AutoCAD SQL Extension, AutoCAD SQL Interface, Autodesk, Autodesk Envision, Autodesk Insight, Autodesk Intent, Autodesk Inventor, Autodesk Map, Autodesk MapGuide, Autodesk Streamline, AutoLISP, AutoSnap, AutoSketch, AutoTrack, Backdraft, Built with ObjectARX (logo), Burn, Buzzsaw, CAiCE, Can You Imagine, Character Studio, Cinestream, Civil 3D, Cleaner, Cleaner Central, ClearScale, Colour Warper, Combustion, Communication Specification, Constructware, Content Explorer, Create>whats>Next> (design/logo), Dancing Baby (image), DesignCenter, Design Doctor, Designer's Toolkit, DesignKids, DesignProf, DesignServer, DesignStudio, Design|Studio (design/logo), Design Web Format, Discreet, DWF, DWG, DWG (logo), DWG Extreme, DWG TrueConvert, DWG TrueView, DXF, Ecotect, Exposure, Extending the Design Team, Face Robot, FBX, Filmbox, Fire, Flame, Flint, FMDesktop, Freewheel, Frost, GDX Driver, Gmax, Green Building Studio, Heads-up Design, Heidi, HumanIK, IDEA Server, i-drop, ImageModeler, iMOUT, Incinerator, Inferno, Inventor, Inventor LT, Kaydara, Kaydara (design/logo), Kynapse, Kynogon, LandXplorer, LocationLogic, Lustre, Matchmover, Maya, Mechanical Desktop, Moonbox, MotionBuilder, Movimento, Mudbox, NavisWorks, ObjectARX, ObjectDBX, Open Reality, Opticore, Opticore Opus, PolarSnap, PortfolioWall, Powered with Autodesk Technology, Productstream, ProjectPoint, ProMaterials, RasterDWG, Reactor, RealDWG, Real-time Roto, REALVIZ, Recognize, Render Queue, Retimer,Reveal, Revit, Showcase, ShowMotion, SketchBook, Smoke, Softimage, Softimage|XSI (design/logo), SteeringWheels, Stitcher, Stone, StudioTools, Topobase, Toxik, TrustedDWG, ViewCube, Visual, Visual Construction, Visual Drainage, Visual Landscape, Visual Survey, Visual Toolbox, Visual LISP, Voice Reality, Volo, Vtour, Wire, Wiretap, WiretapCentral, XSI, and XSI (design/logo).
The following are registered trademarks or trademarks of Autodesk Canada Co. in the USA and/or Canada and other countries: Backburner, Multi-Master Editing, River, and Sparks.
The following are registered trademarks or trademarks of Moldflow Corp. in the USA and/or other countries: Moldflow MPA, MPA (design/logo), Moldflow Plastics Advisers, MPI, MPI (design/logo), Moldflow Plastics Insight, MPX, MPX (design/logo), Moldflow Plastics Xpert.
Adobe and Flash are either trademarks or registered trademarks in the United States and/or countries. Automatic Duck and the duck logo are trademarks of Automatic Duck, Inc. FFmpeg is a trademark of Fabrice Bellard, originator of the FFmpeg project. Python is a registered trademark of Python Software Foundation. All other brand names, product names or trademarks belong to their respective holders.
THIS PUBLICATION AND THE INFORMATION CONTAINED HEREIN IS MADE AVAILABLE BY AUTODESK, INC. AS IS. AUTODESK, INC. DISCLAIMS
Disclaimer
ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE REGARDING THESE MATERIALS.
Published by: Autodesk, Inc. 111 Mclnnis Parkway San Rafael, CA 94903, USA
Title: Autodesk Lustre Color Management User Guide Document Version: 1 Date: March 17, 2009

Contents

Chapter 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
About this Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Related Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Notation Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Contacting Customer Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Chapter 2 Installing Lustre Color Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Installing Lustre Color Management on a Workstation . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Uninstalling Lustre Color Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 3 Lustre Color LUTs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The 3D LUT Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Mapping Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Lustre Color Display LUTs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Lustre Color Conversion LUTs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
RGB Logarithmic to Video Conversion LUTs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
CG Linear to Logarithmic Conversion LUTs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
XYZ Conversion LUTs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Chapter 4 Using 3D LUTs in Autodesk Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Lustre Color LUTs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Using Lustre Color LUTs with Visual Effects and Finishing Applications . . . . . . . . . . . . . . . . . 18
Configuring Burn Nodes for Lustre Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Using Lustre Color LUTs in Lustre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Installing Lustre Color LUTs on Background and Slave render nodes . . . . . . . . . . . . . . . 19
Using Lustre Color LUTs in Toxik . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
v
Chapter 5 Calibrating Sony Monitors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Setting up Remote Calibration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Performing Calibration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Calibrating the Sony SDM P234 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Calibrating the Sony GDM 900 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Tips for Using the Calibration Utility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Chapter 6 Calibrating EIZO Monitors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Performing Monitor Calibration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Calibrating the EIZO CG241W for Emulation Mode . . . . . . . . . . . . . . . . . . . . . . . . 35
Validating Monitor Calibration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
vi | Contents

Introduction

Topics in this chapter:
Overview on page 1
About this Guide on page 2
Related Documentation on page 2
Notation Conventions on page 2
Contacting Customer Support on page 2
1

Overview

The Lustre®Color Management package standardizes high-integrity color management display and processing functionality across several Autodesk® applications, including:
Visual Effects applications: Autodesk
Finishing applications: Autodesk
Color grading: Autodesk
Compositing: Autodesk
The package consists of a collection of generic 3D lookup tables (LUTs) suitable for both display and conversion purposes, and a monitor calibration utility.
The LUTs allow you to simulate the color and contrast rendition of a specific film stock relative to a display device. Display LUTs let you view an effect without rendering, whereas conversion LUTs create a new clip for use in a subsequent step of the production chain. The generic nature of the LUTs implies that results may not match a specific lab process. However, they do deliver accurate print film rendition.
The Lustre Color monitor calibration utility lets you calibrate computer CRT and LCD monitors either locally or remotely. The remote feature makes it possible to calibrate monitors for Linux® workstations without
®
Lustre
®
Toxik
®
Inferno®, Flame®, Flare™ and Flint
®
Smoke®, and Backdraft® Conform
®
®
1
having to use a USB extender. Calibration refers to the process by which you match a display to a certain standard and ensure that the display is operating within its optimal range.
NOTE Do not use the Lustre Color calibration utility for EIZO® monitors. For information on the specific calibration tools and procedures for EIZO monitors, see Calibrating EIZO Monitors on page 29.

About this Guide

This guide provides descriptions of the available display and conversion LUTs, as well as instructions on calibrating your monitor, using either the Lustre Color monitor calibration utility (for Sony™ monitors), or the EIZO® ColorNavigator™ calibration utility (for EIZO monitors).
For detailed instructions on how to access and apply LUTs in your application, refer to the user guide for your application.

Related Documentation

For the latest version of the application user guides and of this guide, consult the Autodesk Web site at http://www.autodesk.com/me-documentation, and for Toxik, http://www.autodesk.com/toxik-documentation.
For detailed information on the EIZO ColorNavigator application, see the ColorNavigator users manual available on the utility disc of your EIZO monitor or on the EIZO Web site at http://www.eizo.com.

Notation Conventions

A number of style conventions are used throughout your documentation. These conventions and examples of their use are shown as follows.
Text that you enter in a command line or shell appears in Courier bold. Press the Enter key after each com­mand.
Variable names appear in Courier, enclosed in angle brackets.
Feedback from the command line or shell appears in Courier.
utilities appear in italics.

Contacting Customer Support

For Autodesk® Media and Entertainment Customer Support, visit http://www.autodesk.com/support.
Customer support is also available through your Autodesk reseller. To find a reseller near you, consult the reseller look-up database at http://www.autodesk.com/resellers.
ExampleConvention
install rpm -qa
<filename>
limit coredumpsize
/usr/discreetDirectory names, filenames, URLs, and command line
2 | Chapter 1 Introduction

Installing Lustre Color Management

Topics in this chapter:
Overview on page 3
Installing Lustre Color Management on a Workstation on page 4
Uninstalling Lustre Color Management on page 4

Overview

2
The Lustre Color Management Package is comprised of the following components:
The Lustre Color collection of display and conversion 3D LUTs
The Lustre Color remote calibration utility that can run on Linux or Windows workstations in which a
monitor needs to be calibrated (the remote workstations)
A Lustre Color client calibration utility that must be installed any standard PC running Windows (the
calibration workstation)
NOTE If you are using Autodesk Toxik, or Autodesk Lustre, the Lustre Color 3D LUTs are automatically installed when you install Toxik or Lustre. The Lustre Color Management package for Toxik contains only the Lustre Color remote calibration utility.
The Lustre Color Management package is available as a tar.gz package for Linux workstations, and as an installer for Windows workstations. The Linux package contains all the required components for any platform, whereas the Windows install package contains all the required components for Windows only.
3

Installing Lustre Color Management on a Workstation

You should install Lustre Color Management on an Effects, Finishing, Color Grading, or Compositing workstation. For Effects, Finishing, and Color Grading workstations, the installer copies the Lustre Color collection of display and conversion LUTs to the locations required by the application. The remote calibration utility is also installed.
NOTE If you are using Autodesk® Burn® for Visual Effects and Finishing, Burn for Lustre background rendering, or a Lustre Slave renderer, you must also install the Lustre Color Management package on each render node, following the same procedure used for the workstation.
To install Lustre Color Management on a Windows workstation:
1 Download the Lustre Color Management installer to a temporary location on your workstation. For
example C:\temp.
2 Go to the temporary directory, double-click the lustreColorSetup.exe file, and follow the installer
instructions.
The 3D LUTs and calibration utility are installed on the workstation.
NOTE Use the same procedure to install the Lustre Color calibration utility on any standard PC that runs Windows. For information on how to set up remote monitor calibration, see Setting up Remote Calibration on page 22.
To install Lustre Color Management on a Linux workstation:
1 Download the Lustre Color Management package to a temporary location on your workstation. For
example: /usr/tmp.
2 Uncompress and extract the tar file by typing:
tar -xzvf LUSTRE_COLOR-<version>-<build_number>.tar.gz
Once extracted, a directory called Lustre_Color is created, containing a sub-directory for each supported platform.
3 Go to the temporary directory for your workstation.
Directory/FileWorkstation Type
Lustre_Color/calibrator_linux_32bitLinux 32-bit
Lustre_Color/calibrator_linux_64bitLinux 64-bit
4 Install Lustre Color Management on the Linux workstation by typing ./INSTALL
5 Once the installation is complete, log out and log back in. Make sure the calibrator command is available
in the shell path.
For information on how to use the Lustre Color calibration utility, see Performing Calibration on page 25.

Uninstalling Lustre Color Management

You can uninstall Lustre Color Management on Linux workstations. This includes the LUTs and remote calibration utility.
To uninstall Lustre Color Management on a Linux workstation:
1 As root, type the following:
4 | Chapter 2 Installing Lustre Color Management
rpm -qa | grep lustre_color
The following is displayed:
lustre_color.sw.base-<version>-<build number>
2 Type the following:
rpm -e lustre_color.sw.base-<version>-<build number>
3 To remove the remaining directories, type:
rm -rf /usr/discreet/Lustre_Color/
To uninstall Lustre Color Management on a Windows workstation:
1 From the Start menu, select Settings | Control Panel | Add or Remove Programs.
2 Select Lustre Color <version>.
3 Press Change/Remove.
Uninstalling Lustre Color Management | 5
6

Lustre Color LUTs

Topics in this chapter:
Overview on page 7
The 3D LUT Format on page 8
Mapping Methods on page 9
Lustre Color Display LUTs on page 9
Lustre Color Conversion LUTs on page 12
3

Overview

Lustre Color LUTs provide a wide range of generic, out-of-the-box display and conversion capabilities. There are two main types of LUTs: display and conversion.
Display LUTs provide a simulation of the final output for a given film stock and display device without rendering. All display LUTs have an accompanying gamut warning LUT, which displays all out-of-gamut colors in magenta. Out-of-gamut colors are not reproducible on the display device.
Conversion LUTs render in effects for a given film stock and display device, creating a new clip that you can use for a subsequent step in the DI process. There are several types of conversion LUTs, and many of these offer a selection of mapping methods so you can choose the kind best suited to your footage.
It is important to note that the LUTs were built for generic use in production, meaning that, while delivering an accurate print film rendition, it may not match that of a particular film lab. This is the expected behavior, because each lab processes film differently. However, the LUTs use 3D cubes to ensure the best possible match between the film output and your display while taking into accounts its physical limitations. For example, a CRT monitor cannot physically represent all of the colors available for film.
Most of the LUTs in the Lustre Color collection convert images in logarithmic color space to the color space of various display devices, in an attempt to simulate the colors that would have been acheived by recording these logarithmic values onto Kodak™ 5242 intermediate stock and then printing onto various motion
7
picture print stocks. The laser recorder that generated the prints used to build these LUTs was calibrated to RGB status M D-max aims of 1.890, 2.046, 2.046.
Prints were balanced by printing a 445 445 445 LAD patch to RGB status A densities of 1.09, 1.06, 1.03. Because of chemical process variation between labs and variation in projector lamp houses, the Lustre Color LUTs will not allow you to do an exact side-by-side match of projected film to a digital display. Getting to the next level of accuracy requires creation of custom LUTs for your facility for which there are various third-party solutions that are compatible with Autodesk products including those from Arri, Kodak, and Rising Sun.

The 3D LUT Format

A Lustre Color 3D LUT represents a color conversion from one color space to another. It applies a transformation to each value of a color cube in RGB space.
3D LUTs distinguish themselves from 1D LUTs by precisely controlling how colors are remapped from one color space to another in order to ensure accurate tone reproduction. Lustre Color 3D LUTs are based on high-precision spectral measurements of the four most common print stocks used in the industry, combined with models describing the response of a set of display devices.
3D LUTs use a sophisticated method of mapping color values from different color spaces. A 3D LUT provides a way to represent arbitrary color space transformations, as opposed to the 1D LUT where a component of the output color is determined only from the corresponding component of the input color. In essence, the 3D LUT allows cross-talk; that is, a component of the output color is computed from all components of the input color providing the 3D LUT tool with more power and flexibility than the 1D LUT tool.
The transformation is specified by laying a three-dimensional grid of regularly spaced points (colors) in the 3D input color space and specifying (for each of these particular input colors) the corresponding output color. The transformation of all other colors is approximated using interpolation in the three dimensions.
The first line of a 3D LUT file determines the level of segmentation of the color cube, which determines the number of vertices to which you can assign values. While each color channel could be segmented differently, a uniform RGB segmentation of 17 is supported. The first line of the 3D LUT, then, indicates at what 17 intervals input and output values are matched. All RGB values are represented in the 10-bit color space. So, the first line of a 3D LUT indicates the 17 sampling intervals in the 10-bit space:
0 64 128 192 256 320 384 448 512 576 640 704 768 832 896 960 1023
The RGB color cube, is divided by 17 vertices on each of the red, green, and blue axes corresponding to these values, resulting in 17x17x17 RGB values.
The 3D LUT file then lists transformed RGB color output values for each input color value (only at the vertices of the lattice).
The 3D LUT list assigns a color value for every vertex. The RGB values on the first line in the list are for (0,0,0), those on the second line are for (0,0,1), and those on the third line are for (0,0,2). Values for the blue index are incremented first, followed by the green index, followed by the red index, until the whole list of 17x17x17 is complete.
The vertex ordering is represented by the following:
0,0,0
0,0,1
0,0,2
...
0,0,16
0,1,0
8 | Chapter 3 Lustre Color LUTs
Loading...
+ 32 hidden pages