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Old 01-18-2013, 04:54 PM   #1
newguy4life
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Quin Barclay
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3 EXR Compression Questions

Hey everyone, I'm trying to learn Nuke and get better with the linear workflow, and the first thing that gives me trouble is how slooow the files are to work with. After reading here and a few other places, sounds like the zip16 compression is pretty good. I'm using 16-bit (half) frame buffer.

So my 3 questions pertaining to compression are:

1. Will working in 32-bit with zip16 compression be much faster in Nuke? How about AE?
2. Will there be any noticeable loss in quality with zip16 compression?
3. Is there a good way to convert an entire sequence of uncompressed EXR files into compressed ones?

Thanks!
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Old 01-18-2013, 06:08 PM   #2
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David Fer Real
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Typically we find this to be best:
  • zips compression (single scanline)
  • 16-half float
  • data window cropped to alpha
If you do the above three then it's pretty fast.

You can process files in a batch through Nuke to re-write them like this. zips is not exposed in mental ray for Maya, nor is auto-cropping. I believe Vray and Arnold have zips exposed. Vray adds auto-crop.
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Old 01-18-2013, 07:11 PM   #3
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Bernardo Pichardo
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@bitter: if i choose the OpenEXR format, the image compression rollout is exposed, there i see a ZIP compression, is that the one you're talking about? if not, is there a way to expose that compression and the auto-crop option in mental ray for maya?

thanks in advanced!!

Bernardo.
 
Old 01-18-2013, 07:59 PM   #4
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mental ray does not autocrop and zips is not the same as zip.

zip = 16 scanline pack
zips = 1 scanline

zips is in mental ray but Autodesk has not exposed it. zip is your best option.
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Old 01-29-2013, 04:50 PM   #5
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OK one more question. Is the EXR compression lossy, like if I render zip16 from Maya, then recompress it to zips from Nuke, will that hurt the image? Or is it more like taking a file, putting it in a zip folder, extracting it, then putting it into a different zip folder?
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Old 01-30-2013, 05:38 AM   #6
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I've been places before that processed like that, we didn't have visual artifacts despite not being optimum.
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Old 01-30-2013, 06:04 PM   #7
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i see, thanks!!
 
Old 01-30-2013, 06:04 PM   #8
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