ARRI-GDTF Posted May 5, 2021 Share Posted May 5, 2021 While it is great that custom attributes can be created, we must still endeavor to use common names whenever possible, else the number of columns on a console gets super long, AND fixtures may end up using different names for the same function. Platforms, such as Unreal Engine, that are beginning to incorporate GDTF, require the mapping of certain functions to different places in the platform (i.e. RGB for pixel mapping), so it is important to use , in this instance, "ColorAdd_R", "ColorAdd_G", and "ColorAdd_B", as opposed to Indirect choices, or what have you. Also, the use of Correlated Color Temperature (CCT), Tint, and White Point (For Calibrated RGB Color Space) are becoming more common. Currently, GDTF uses native attribute options of CTO, CTB, and CTC. It would be helpful to add CCT, Tint, and White Point, as they are becoming more common in regards to LEDs and especially Mixed Reality stages. The ability to use "wildcards", "CCT(n)" would also be helpful. Finally, since the use of "C" normally applies to Color Wheels, to avoid confusion when needing custom color parameters (channels that can have a completely different function dependent on Mode Mastering), would it be wise to introduce "CP(n)" to delineate custom color paramters, with wildcards? Thanks Link to comment Share on other sites More sharing options...
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now