What's New In Lustre 2015 End-to-end 4K and UltraHD Support Lustre 2015 supports 4K Preview timings and UltraHD footage (UHDTV). On systems with an AJA Kona 3G card or an AJA Kona 4G card, the following timings are supported: AJA Kona 3G: 3840x2160 (23,97p, 24p, 25p, 29.97p, 30p) 4096x2160 (23,97p, 24p, 25p, 29.97p, 30p) AJA Kona 4G: 3840x2160 (23,97p, 24p, 25p, 29.9p, 30p, 50p, 59.94p, 60p) 4096x2160 (23,97p, 24p, 25p, 29.9p, 30p, 50p, 59.94p, 60p) SDI Preview Lustre 2015 supports 4K Preview timings and UltraHD 4K footage (UHDTV).On systems with an AJA Kona 3G card or an AJA Kona 4G card, the following timings are supported: AJA Kona 3G: 3840x2160 (23,97p, 24p, 25p, 29.97p, 30p) 4096x2160 (23,97p, 24p, 25p, 29.97p, 30p) AJA Kona 4G: 3840x2160 (23,97p, 24p, 25p, 29.9p, 30p, 50p, 59.94p, 60p) 4096x2160 (23,97p, 24p, 25p, 29.9p, 30p, 50p, 59.94p, 60p) Note: In order to use the AJA Kona 3G card in Lustre 2015, you must update the card's firmware to Firmware version "2014/03/19 07:22:10". A script is installed on the workstation when you install the application in /usr/autodesk/lustre_2015/cfgAjaUpdate, that enables you to upgrade and downgrade the AJA Kona 3G's firmware. To run the script to upgrade the firmware for 2015, from a shell, type the following command: cfgAjaUpdate 2015. Once the card is upgraded, it is recognized as AJA Kona 3G Quad. Once you have upgraded the card to the AJA Kona 3G Quad firmware, it is no longer be useable with pre 2015 versions of Lustre. If you are running a pre 2015 version of Lustre alongside a 2015 version, you must run this script again, with the [pre2015] variable to downgrade the AJA Kona 3G' Quads firmware. To run the script to downgrade the firmware for pre 2015, from a shell, type the following command: cfgAjaUpdate pre2015. If you have downgraded the card's firmware and want to use it again in Lustre 2015, you must re-update the card's firmware, by running the following command: cfgAjaUpdate 2015. After running the script, you must power down and reboot your workstation, to make sure the appropriate AJA board firmware is properly installed. UHDTV and 4K preview require the AJA Kona 3G Quad card. No Graphic SDI timing should be enabled when working with Video Device SDI timing. Also, when monitoring with the AJA board, the Screen Grab feature is not available (CTRL F7). You can set the Video Device SDI to these timings, from the Engineering tab of the Project Management menu, using the Timing drop down menu: UHDTV Film: 4K Timings It is also possible to change the timing from the Editing / Capture and the Editing / Playout menus. New Shot Info User Interface The Editing/Browse menu has a new Shot Info user interface that displays extended information about the current shot. The following information is displayed: File Name: Displays the media file name of the current frame. For long shot names, this field can be scrubbed to the right to reveal the full file name. Information Field: Displays the resolution, the file type and the bit depth. Frame Rate: Displays the frame rate of the current shot. Source In / Out: Displays the Source In and Out points. Aspect Ratio: Displays the aspect ratio of the current shot. Record In / Out: Displays the Record In and Out points. Length: Displays the length of the current shot. Keycode In / Out: Displays the Keycode In and Out points. Reel Name: Displays the reel name of the current shot. Comment: Displays the comments associated to the current shot. For media coming from Wiretap server, this field displays the comment(s) as seen in Smoke and Flame. Scan: Displays the full media path and file name of the current shot. This field is updated based on the state of the Full Res / Proxy button and on the Output (original media files) or Print views (rendered media files). For long media file paths, this field can be scrubbed to the right to reveal the full file path. Note: Timecode data in the Shot Info user interface can be displayed as timecode or as frames, based on the status of the TC/Frame counter. Media Import A new YUV Decoding option is available, in the Format tab of the Image / Transcode menu, when importing QuickTime, MXF, MTS, and MP4 files. This new option is available under the YUV Decoding header. The YUV Decoding box allows you to select the YUV colour space used by the clip to import. Because Lustre works in the RGB colour space, it needs to translate YUV information into RGB. This setting ensures that the right decoder is used for this. The Auto setting selects the colour decoder based on the resolution of the clip: Rec. 601 for clips with a resolution lower than 720 lines, Rec. 709 for everything else. Specifying the wrong colour space results in colours that are off. Note: We recommend using the Auto option even for Ultra HD footage, which will use the Rec709 setting. This is because devices in the field do not correctly use the Rec2020 primaries and it's still the Rec709 primaries that are currently used for most of the Ultra HD footage. The option remains available if you know that your footage was properly encoded in Rec2020. Media Export When exporting content as QuickTime or MXF, using a YUV codec, the Format Options tab of the Render / Export menu, contains a new YUV Encoding option, under the Compression section. The YUV Decoding box allows you to select the YUV colour space to use when exporting the clip. Because Lustre works in the RGB colour space, it needs to translate RGB information into YUV . This setting ensures that the right decoder is used for this. The Auto setting selects the colour decoder based on the resolution of the clip: Rec. 601 for clips with a resolution lower than 720 lines, Rec. 709 for everything else. Specifying the wrong colour space results in colours that are off. Note: We recommend using the Auto option even for Ultra HD footage, which will use the Rec709 setting. This is because devices in the field do not correctly use the Rec2020 primaries and it's still the Rec709 primaries that are currently used for most of the Ultra HD footage. The option remains available if you know that your footage was properly encoded in Rec2020. Input LUTs New float conversion LUTs are available. The default float conversion LUT is now log_default_v2. log_default_v2 : Converts scene-linear floating-point media into an extended range logarithmic space suitable for grading using Lustre's logarithmic grading controls. Unlike log_default, log_default_v2 avoids problems with lifted blacks when using ACES colour transforms in Setup > Calibrate. This is the default float conversion LUT, and is the recommended way of grading HDR media. lin_default_v2 : Converts the scene-linear floating-point media into an extended range video space suitable for grading using Lustre's linear grading controls. Unlike lin_default, lin_default_v2 avoids problems with lifted blacks when using ACES colour transforms in Setup > Calibrate. ACESproxy_CDL_blacklim : Same as ACESProxy_CDL_workflow over the official ACESProxy domain, but has more robust handling of very dark values below the limit of ACESProxy. Project Management Project-Based Startup Grade Load A new option has been added to this project setting: Load Latest Grade. When set, this option loads the most recent grade listed in the Grades List. This is useful when working in a collaborative environment, where a colorist may work with multiple grades and exit the application when not using the latest grade version that he/she created. When the application restarts, it will load the most recent grade in the Grades List. User Management Grade Lock: It is now possible to Lock the currently loaded grade when working in Lustre. This is handy when working in a collaboration workgroup where multiple users work with the same content. With this option enabled, the currently loaded grade cannot be overwritten. Default Group Mode: It is now possible to define the state of the Solo / Gang Group mode. Next Shot Navigation New Modes: New navigation modes have been added. The default navigation mode is user-definable. This parameter is set under Next Shot Navigation, in the System & Tools tab of the User Settings. The navigation modes are: First Frame Middle Frame Last Frame First/Last Frame First/Mid/Last Frame Using the Ctrl+Alt+Right Arrow keyboard shortcut, you can cycle through the different navigation mode. A message showing the current navigation mode is displayed in the Shot Time Bar. You can also perform alternate navigation, by holding Alt while pressing the arrow key (or the Next shot button on the panel). The alternate navigation is as follows: First Frame => Last Frame Middle Frame => First/Mid/Last Frame Last Frame => First Frame First/Last Frame => Middle Frame First/Mid/Last Frame =>First Frame String Compare Default Amount of Characters: It is possible to define the default amount of characters to compare when performing Change Cut in Custom / Non Strict mode. The selected Match Criteria will be compared with the defined amount of characters. This setting is accessible under Match Options in the System & Menu tab of the User Settings. Grade Bin Full Frame Thumbnail: Saved thumbnails now fit the whole frame (i.e. no more side bars on thumbnails). Large Storyboard Full Width Large Storyboard: It is now possible to use the full width of the DVI monitor to display the Large Storyboard view, using the Ctrl+Q keyboard shortcut. Animation Scale Edit Mode: It is now possible to scale animation curves in X and Y, around a keyframe. To scale animation curves in Y: Select Scale from the Animation Editor Edit Mode drop down. Click on the keyframe you want to use as a reference and drag up and down to scale the animation in Y around this keyframe. To scale animation curves in X: Select Scale from the Animation Editor Edit Mode drop down. Click on the keyframe you want to use as a reference and drag left and right to scale the animation in Y around this keyframe. Note: It is also possible to pre-select keyframes before selecting Scale Edit mode. In this context, only the selected keyframes are affected. Also, when scaling in X, the position of the scaled keyframes is limited by the previous or next keyframe. The value is clamped to the pre/next keyframe value. Playback Playback Speed: It is now possible to set the playback speed, using the Up and Down arrow keys. Lustre plays back from 1x up and no lower than realtime speed. Press the Up arrow during playback to double the playback speed. Press the Down arrow during playback to reduce the playback speed by half. Press Space Bar to start / stop playback. This does not reset the playback speed to 1x. Press the Play Forward or Play Backwards buttons in the user interface to reset the playback speed to 1x. Navigation Go To Frame: You can now right click on the frame counter and enter a frame number to navigate to, in the calculator pop-up menu. Shot Time Bar Zoom: When working on long shots with animation, it can be hard to see the location of various keyframes in the Shot Time Bar. You can now set a zoom factor for every shot in the Shot Time Bar: Right-click the Shot Time Bar and drag left or right to zoom in or out on the Shot Time Bar. When zoomed in, start, current and end frame indicators appear to queue you as to where you are at in the shot. And frame indicators appear when the zoom factor is set to display 10 frames or less. Press Ctrl+Left Click to reset the zoom value. Middle-click the Shot Time Bar and drag left or right to pan the Shot Time Bar. Bypass New Bypass Keyboard Shortcuts: The Bypass keyboard shortcut, to enable or disable the current menu of supported Bypass tools, is now B. The Bypass All Menus keyboard shortcut, to enable or disable Bypass for all menus supporting Bypass is now Shift+B. Note: Not all menus support Bypass. New Color Coding for Bypass: Green Outline with Bypass button enabled: The current menu is set to Bypass Green Outline with Bypass button disabled: One or multiple menus (other than the current menu) is/are set to Bypass. Green Outline with Bypass button grayed-out: One or multiple menus are set to Bypass while the current menu cannot be bypassed. Green Outline and Bypass written in Pink: All menus supporting Bypass are enabled (bypassed). Flags The selected Flag is now shown on shots in the Storyboard. Groups New Groups are now named Group rather than Gang. The current Timeline / Storyboard selection is now preserved when creating a Group. Creating a Group now enables the Define mode. It is now possible to organize the Groups in the Group List, using Up/Down arrows to move the position of the currently selected Group. Change Cut Change Cut Flags are now displayed as triangles. Orange triangle: Partial match. Red triangle: No match. EDL Support for Stereo 3D Data in EDL Conform: Many S3D production pipelines have a need to exchange S3D metadata, like convergence and Floating Window data. We provide the ability to insert such data in CMX EDL. The S3D data includes: * SDL_FWL: Floating Window Left * SDL_FWL: Floating Window Left * SDL_HIT: Convergence Here are some examples: EDL comment without animation: * SDL_FWL: (126,0) Explanation: The Floating Window Left value is set to 126 at frame 0. * SDL_FWR: (119,0) Explanation: The Floating Window Right value is set to 119 at frame 0. * SDL_HIT: (7,0) Explanation: The Convergence value is set to 7 at frame 0. EDL comment with animation: * SDL_FWL: (126,0) (146,19) Explanation: The Floating Window Left value is set to 126 at keyframe 0 and to 146 at keyframe 19. * SDL_FWR: (119,0) (162,19) Explanation: The Floating Window Right value is set to 119 at keyframe 0 and to 162 at keyframe 19. * SDL_HIT: (7,0) (31,13) (0,21) (35,29) Explanation: The Convergence value is set to 7 at frame 0, to 31 at keyframe 13, to 0 at keyframe 21, and to 35 at keyframe 29. NoteThis data can also be natively imported to Smoke or Flame and can be imported to Luster in a Wiretap Interoperability Workflow. S3D data can be exported to EDL, by enabling the Use SDL button, in the Editing / Browse menu. CDL CDL Grading Using the Keypad (available in Log architecture only): When working in Log architecture, it is now possible, from the Image / CDL menu, to use the Printer Light keyboard shortcuts (the Numeric Keypad) to perform CDL grading. The Numeric Keypad is mapped as follows: Key: Function: "." Mode Selection. You can cycle the Modes by pressing "." repeatedly. Modes are: Slope Offset Power Saturation "-" Reset: Press once to reset the values of the current mode. Press twice to reset all the CDL parameters. "+" Increase all parameter values by one increment for the current mode. Enter Decrease all parameter values by one increment for the current mode. Ins Copy the CDL parameters from the previous shot to the current shot. NumLock Increase the Red values for the current mode. 7 Decrease the Red values for the current mode. 4 Increase the Green and Blue values for the current mode. 1 Decrease Green and Blue for the current mode. / Increase the Green values for the current mode. 8 Decrease the Green values for the current mode. 5 Increase the Red and Blue values for the current mode. 2 Decrease the Red and Blue values for the current mode. * Increase the Blue values for the current mode. 9 Decrease the Blue values for the current mode. 6 Increase the Red and Green values for the current mode. 3 Decrease the Red and Green values for the current mode. By holding Shift or Alt you can set the desired precision of the Numeric Keypad. Shift: Faster parameter setting, less precision. Alt: Slower parameter setting, more precision. To modify the Saturation, it is recommended to use the following keys: +: Increase all parameters for the current mode. Enter: Decrease all parameters for the current mode CDL On/Off Key: You can use the Shift+E keyboard shortcut, to enable or disable the CDL for the current shot from anywhere in the application. CDL Locking: CDL parameters can now be locked. CDL Flag: A new CDL flag is displayed on the shot in the storyboard when CDL data is applied to that shot. Right-clicking the CDL flag enables or disables CDL. CDL Bypass: You can now bypass the CDL. Bypass is a global way to enable or disable CDL from the Color pipeline so you can see your grade with or without the CDL without having to change the CDL on every shot. Stereo 3D Floating Window Guide: When working with the Floating Window, you can now display a guide (a green line) on the DVI Display, to mark the position of the Floating Window, by enabling the Show button. Rendering The Same Format As Scans option is disabled if the colour transform selected in Render > Output converts from floating point to integer values. This is to avoid the potential confusion that could be caused if the input scans are OpenEXR, in which case the float conversion LUT (fclut) would be applied in the viewport as usual for floating-point inputs. SDI Preview Screen Grab Functionality When working in Lustre with an GFX SDI card, the SDI Preview displays the current frame. It is possible to enable the SDI Second Viewer mode using the F7 key to display the cursor and overlay elements on the SDI Output. This allows for displaying Shapes and other UI elements. In addition to this mode, the new Screen Grab mode that shares some functionality with the current SDI Second Viewer mode and provides more flexibility, such as the ability to display the large storyboard and the large Grade Bin, for example. To enable or disable the Screen Grab mode, press Ctrl+F7. Contrary to the SDI Second View (F7) mode, the user interface of the Colour menu is not modified and any direct manipulations performed on the DVI viewer are reflected on the SDI output. Viewer zoom and Viewing modes can also be displayed on the GFX SDI. Storyboard, Large Story Board, Full Width Storyboard, Large Grade Bin, and Media Browser can be displayed on the GFX SDI Output. When working with a Stereo3D GFX SDI rasters, the Screen Grab mode displays a single SDI image (the same output as the DVI monitor). Stereo3D content cannot be displayed as Stereo3D media. It is displayed as Monoscopic footage. Calibration LUTs are shared from DVI/SDI when pressing Ctrl+F7. Note: This functionality is only available on systems running Red Hat 5 (GFX 5800) or Red Hat 6 (GFX 5800/6000) and requires a GFX SDI card and an active GFX SDI raster. This extension release has adds support for the HP Z840, updates RED and ARRIRAW codecs support, as well as SDI interface. New Hardware Configurations Extension introduces support for HP Z840 workstations. This requires DKU 9.5.1. With this release, it is possible to get rid of the NVidia SDI daughter board and perform SDI Preview and Real-Time Deliverable with the AJA Video IO card. See following sections for more details. Note: The HP Z840 does not support the NVidia SDI daughter board; it requires the use of the AJA Video card for Preview and RTD. Note that for systems with both AJA and NVidia SDI cards, it is still possible to use the NVidia SDI cards for RTD and Preview. Updated Formats Support Support for ARRIRAW SDK 4.6 Content generated by ALEXA updated to firmware SUP 10 can now be imported in Flame Family products. Support for 4x3 cropped content generated by ALEXA cameras. Support for orientation metadata: It is now possible to define in camera the image orientation and this metadata can be read in Flame and Lustre. The default is Camera (so metadata set in Camera can be used) but user can use Flip, Flop or Flip-Flop to change the image orientation. In Lustre, it is possible to copy this setting using the Selector (Orientation section in Transcode section). Support for the new ADA-5 debayering mode (ADA-5 SW) is now the default debayering mode. This new algorithm delivers an improved image quality, sharper images, more detail, less noise in red and blue channels, less aliasing and has a new regulation of parameters. Especially for VFX work we expect advantages when keying blue or green screen. Support for RED SDK 5.1 New Dragon Enhanced Black option, located in the Debayering menu. Use this option to remove red noise in low light content. Only available in Full and Half Premium Debayering modes. In Lustre, it is possible to copy this setting using the Selector (in the Transcode section).