Re: [Bf-committers] color wheel upside down
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. > -- > Douglas E Knapp > > Creative Commons Film Group, Helping people make open source movies > with open source software! > http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php > > Massage in Gelsenkirchen-Buer: > http://douglas.bespin.org/tcm/ztab1.htm > Please link to me and trade links with me! > > Open Source Sci-Fi mmoRPG Game project. > http://sf-journey-creations.wikispot.org/Front_Page > http://code.google.com/p/perspectiveproject/ > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- François Tarlier www.francois-tarlier.com www.linkedin.com/in/francoistarlier ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] color wheel upside down
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. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] color wheel upside down
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 >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- ||-- Instant Messengers -- || ICQ at 11133295 || AIM at shatterstar98 || MSN Messenger at shatte...@hotmail.com || Yahoo Y! at the_7th_samuri ||-- ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] color wheel upside down
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 > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] color wheel upside down
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] color wheel upside down
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 > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] color wheel upside down
> 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] color wheel upside down
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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] color wheel upside down
> 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/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers