| Phil, what resolution is your deliverable? Jack is right on the money. Just because you *can* debayer on the fly, doesn't mean you should. Heck...if you're not doing push-ins and repos, you probably don't even need to do a full debayer! If you have fast and large enough storage, do the debayering when you do the conform and write out DPX/TIFF/EXR sequences of what you need. You'll be much happier!
Here's a test for you to try if your deliverables are (only) HD like mine are. It's somewhat footage dependent, but might be enlightening: Load the same r3d file twice. Debayer the first copy at full 5K, then debayer the second at half premium. Drop them both into 1920x1080 comps, and scale them so they fill the HD frame. Now toggle between them and see how much difference you can spot. I can sometimes see a tiny, tiny sharpness improvement on the full-debayered version, but a lot of the time I can't. Now put a little sharpening (should be standard operating procedure on Red and Alexa footage) on both comps and see if you can tell the difference. If you've got 200% blowups to deal with or are mastering at greater than HD resolution you obviously need the full debayer, but if you aren't, you might not.
As to your render times...have you tried rendering a chunk out of RedCine? A full debayer should only take a few seconds per frame there, even without a RedRocket.
$.02,
Brian On Mon, Oct 15, 2012 at 7:16 PM, Jack Tunnicliffe <jack@javapost.ca> wrote:
Depending on what you are doing with the Red files it's sometimes better to render it out as an image sequence, say 16 bit tiffs or something similar so you computer isn't doing the debayer for every frame while you are working with it. I find the only reasonable explanation for sticking with the R3D data is so you can get at the raw data at the initial stages should there be under exposure, over exposure, etc. You can find detail that would otherwise be lost, but really after that, why not convert it to a more AE friendly format.
Wow, working with 5k HD Red footage in CS5.5 is REALLY painful.
Has this been improved in CS6?
It must be the RED decoding that is taking the time as I use 5k plates from our 3d guys without this issue at all.
I did a simple garbage matte / Primate key and resize and it is saying 2.5 hours to render a 10 second clip.
Plus the machine is really un-responsive....
This is on an 8 core Xeon with 16GB RAM running CS5.5
Any idea?
Thanks
Phil
-- brian higgins | creative director
Sol Design
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