Re: [Bf-committers] color wheel upside down

2011-01-18 Thread François T .
yeah there is no correct way, that was bad for me to say but I guess I just
prefer when it's align with the vector scope as close as possible (like in
final cut pro), but even that is not a standart.
Or at least like most of the one we can find in other app. Maybe we could
have more custom color wheel to select or params in pref like you suggested.
I don't know, but the current one is really not natural to me. After all if
I'm the only one finding this weird just leave it as it is then.

thx


2011/1/18 Knapp 

> On Tue, Jan 18, 2011 at 6:04 PM, Sean Olson  wrote:
> > Would it be possible to make the color wheel rotateable/mirrored via a
> > modifier key?  Then all preferences could be had.
> >
>
> Just put it in the user preferences as a degree off set.
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Re: [Bf-committers] color wheel upside down

2011-01-18 Thread Knapp
On Tue, Jan 18, 2011 at 6:04 PM, Sean Olson  wrote:
> Would it be possible to make the color wheel rotateable/mirrored via a
> modifier key?  Then all preferences could be had.
>

Just put it in the user preferences as a degree off set.
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Massage in Gelsenkirchen-Buer:
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Re: [Bf-committers] color wheel upside down

2011-01-18 Thread Sean Olson
Would it be possible to make the color wheel rotateable/mirrored via a
modifier key?  Then all preferences could be had.

On Tuesday, January 18, 2011, Xavier Thomas
 wrote:
> The color wheels are HSV, there is no standrad way to represent them but
> using some of the more commom math/trigo rules:
> a Hue of 0º (Red should be on the +X axis) and rotaion go in the
> trigonometric sense (conterclock wise)
>
> Scopes have nothing to do with this:
> Colorwheels are represented in HSV space with HS beeing used as polar
> coordinates
> Vectorscope is in YUV sapce with UV beeing used as cartesian coordinates
>
>
> Xavier
>
>
> 2011/1/18 Troy Sobotka 
>
>> > Look at Blender ones, the red is at the bottom, while all in that page
>> > put it at the top or the right side, following typical starts for
>> > clocks or angles (resp.). That is what he is pointing, that Blender is
>> > yet another style with hard to explain "0 points down".
>>
>> As opposed to 0 being lower left or middle right?
>>
>> There certainly is no such thing as a standard here from what research
>> is available.
>>
>> > And if the video scopes do something else as he pointed, that is
>> > really bad, because it is inconsistent with itself and only causes
>> > headaches.
>>
>> Agree. Xat and Matt would be able to help on the reasoning behind the
>> scopes.
>>
>> Unifying the wheel orientations for internal consistency makes solid
>> design sense.
>>
>> As to models to follow, it comes down to audience. If the audience is
>> a grading specialist, probably following Resolve or Lustre makes
>> sense.
>>
>> Just throwing it out there...
>>
>> Lustre:
>> http://download.autodesk.com/us/systemdocs/help/2010/Lustre2010/help/images/MED/Lustre/Help/English/primary_colour_grading/ink_svg/PR_lin.png
>> Avid:
>> http://digitalfilms.files.wordpress.com/2010/03/blg_wheels_avid_1.jpg
>> Davinci Resolve:
>> http://www.digitalcontentproducer.com/mag/510MIL_BetaSight-daVinci1.jpg
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Re: [Bf-committers] color wheel upside down

2011-01-18 Thread Xavier Thomas
The color wheels are HSV, there is no standrad way to represent them but
using some of the more commom math/trigo rules:
a Hue of 0º (Red should be on the +X axis) and rotaion go in the
trigonometric sense (conterclock wise)

Scopes have nothing to do with this:
Colorwheels are represented in HSV space with HS beeing used as polar
coordinates
Vectorscope is in YUV sapce with UV beeing used as cartesian coordinates


Xavier


2011/1/18 Troy Sobotka 

> > Look at Blender ones, the red is at the bottom, while all in that page
> > put it at the top or the right side, following typical starts for
> > clocks or angles (resp.). That is what he is pointing, that Blender is
> > yet another style with hard to explain "0 points down".
>
> As opposed to 0 being lower left or middle right?
>
> There certainly is no such thing as a standard here from what research
> is available.
>
> > And if the video scopes do something else as he pointed, that is
> > really bad, because it is inconsistent with itself and only causes
> > headaches.
>
> Agree. Xat and Matt would be able to help on the reasoning behind the
> scopes.
>
> Unifying the wheel orientations for internal consistency makes solid
> design sense.
>
> As to models to follow, it comes down to audience. If the audience is
> a grading specialist, probably following Resolve or Lustre makes
> sense.
>
> Just throwing it out there...
>
> Lustre:
> http://download.autodesk.com/us/systemdocs/help/2010/Lustre2010/help/images/MED/Lustre/Help/English/primary_colour_grading/ink_svg/PR_lin.png
> Avid:
> http://digitalfilms.files.wordpress.com/2010/03/blg_wheels_avid_1.jpg
> Davinci Resolve:
> http://www.digitalcontentproducer.com/mag/510MIL_BetaSight-daVinci1.jpg
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Re: [Bf-committers] color wheel upside down

2011-01-18 Thread mindrones
Hi,

+1 for having the color picker upside down!

I usually think at colors using this scheme:
http://en.wikipedia.org/wiki/File:AdditiveColor.svg

or (in case the link will become broken later)

R
   / \
 Y___ /   \M
  \  / \  /
   \/   \/
   /\   /\
  /__\ /__\
 G\   /B
   \ /
C


Regards,
Luca

_

http://www.mindrones.com
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Re: [Bf-committers] color wheel upside down

2011-01-18 Thread Jonathan Smith
It doesn't appear to matter much standards-wise, because there are so many
different ways of doing it.

However having red aligned with the +X axis will help people migrating from
apps like Maya or 3DS Max, or people using applications such as GIMP or
MyPaint. In all four of those, the colour wheel has red on the right.

On Tue, Jan 18, 2011 at 2:09 PM, Troy Sobotka wrote:

> > Look at Blender ones, the red is at the bottom, while all in that page
> > put it at the top or the right side, following typical starts for
> > clocks or angles (resp.). That is what he is pointing, that Blender is
> > yet another style with hard to explain "0 points down".
>
> As opposed to 0 being lower left or middle right?
>
> There certainly is no such thing as a standard here from what research
> is available.
>
> > And if the video scopes do something else as he pointed, that is
> > really bad, because it is inconsistent with itself and only causes
> > headaches.
>
> Agree. Xat and Matt would be able to help on the reasoning behind the
> scopes.
>
> Unifying the wheel orientations for internal consistency makes solid
> design sense.
>
> As to models to follow, it comes down to audience. If the audience is
> a grading specialist, probably following Resolve or Lustre makes
> sense.
>
> Just throwing it out there...
>
> Lustre:
> http://download.autodesk.com/us/systemdocs/help/2010/Lustre2010/help/images/MED/Lustre/Help/English/primary_colour_grading/ink_svg/PR_lin.png
> Avid:
> http://digitalfilms.files.wordpress.com/2010/03/blg_wheels_avid_1.jpg
> Davinci Resolve:
> http://www.digitalcontentproducer.com/mag/510MIL_BetaSight-daVinci1.jpg
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Re: [Bf-committers] color wheel upside down

2011-01-17 Thread Troy Sobotka
> Look at Blender ones, the red is at the bottom, while all in that page
> put it at the top or the right side, following typical starts for
> clocks or angles (resp.). That is what he is pointing, that Blender is
> yet another style with hard to explain "0 points down".

As opposed to 0 being lower left or middle right?

There certainly is no such thing as a standard here from what research
is available.

> And if the video scopes do something else as he pointed, that is
> really bad, because it is inconsistent with itself and only causes
> headaches.

Agree. Xat and Matt would be able to help on the reasoning behind the scopes.

Unifying the wheel orientations for internal consistency makes solid
design sense.

As to models to follow, it comes down to audience. If the audience is
a grading specialist, probably following Resolve or Lustre makes
sense.

Just throwing it out there...

Lustre: 
http://download.autodesk.com/us/systemdocs/help/2010/Lustre2010/help/images/MED/Lustre/Help/English/primary_colour_grading/ink_svg/PR_lin.png
Avid: http://digitalfilms.files.wordpress.com/2010/03/blg_wheels_avid_1.jpg
Davinci Resolve:
http://www.digitalcontentproducer.com/mag/510MIL_BetaSight-daVinci1.jpg
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Re: [Bf-committers] color wheel upside down

2011-01-17 Thread GSR
Hi,
troy.sobo...@gmail.com (2011-01-17 at 1952.47 -0800):
> > Would it be possible to display the color wheels "correctly" ? I actually
> > don't know if there is a correct or wrong way, I guess not, but to me it is
> > upside down.
> 
> Which one is correct?
> 
> http://www.willrosecrans.com/blog/2010/09/color-wheels/

Look at Blender ones, the red is at the bottom, while all in that page
put it at the top or the right side, following typical starts for
clocks or angles (resp.). That is what he is pointing, that Blender is
yet another style with hard to explain "0 points down". If anybody
knows the vital reason to do it, better document it ASAP.

And if the video scopes do something else as he pointed, that is
really bad, because it is inconsistent with itself and only causes
headaches. One of the two will have to change, that has no way to be
reasoned.

GSR
 
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Re: [Bf-committers] color wheel upside down

2011-01-17 Thread Troy Sobotka
> Would it be possible to display the color wheels "correctly" ? I actually
> don't know if there is a correct or wrong way, I guess not, but to me it is
> upside down.

Which one is correct?

http://www.willrosecrans.com/blog/2010/09/color-wheels/
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