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Cinematografía

em HD
24p….aquí comienza todo
o 24p es la abreviación para 24 fps (cuadros por
segundo..
Pero el video es 24p?

Dos Campos son


capturados en distinto
tiempo
Y cómo ponemos 30f en
24f?
Pulldown 2:3 /3:2
Pero.. Cuánto-cuántos?
 La emulsión digital
 Si no puedes medirlo, no puedes controlarlo

 Monitoreo y Medidición subjetiva


 El monitoreo de Color
 El monitoreo del contrate

 Monitoreo y Medición Objetivas


 Monitores de ondas, vectores y números
Medición Objetiva
 Brillo y Contraste

 Blanco y Negro

 Lift & Gain


Medición Subjetiva
 Light Contamination & Contrast
Medición Subjetiva
 Optical Black
 Medición Subjetiva
Crossed Curves
Medición Subjetiva
Barras de Color
 The Entire Gamut
Barras de Color
 Color Bars - Waveform & Levels
Ajuste del monitor de
Color
Image & Signal Levels
WHITE BLACK MIDDLE
Film / Photography
Shoulder Toe Transfer curve
White Burnout Base plus Fog 18% graycard
Zone 8 to 9 Zone 1 to 0 Zone 5
Dmax Dmin .7 ND (negative)
Aperture Flash Characteristic curve
Video Systems
White Level Black Level Luminance scale
Gain Setup Gamma
Iris Pedestal Grayscale
100 IRE units 7.5 IRE units 53 IRE units (NTSC)
100 IRE units 0 IRE units 50 IRE units (PAL)
Digital 235 Digital 16 Digital 126 (8 bits)
Video Monitors
Contrast Brightness
Picture Background
Drive Screen
Gain Bias
Sistema zonal de
Medición
 El sismeta zonal –resultados subjetivos
Zone IX Absolute white, the whitest part of the print paper

Zone VIII White with minimal texture: bright snow or sand, clouds

Zone VII Light or off white objects with full texture and detail

Zone VI Normal caucasian skintone, average lighting

Zone V The midrange. Gray. Average of scenic elements

Zone IV Darker skintones. Softer, diffuse shadows

Zone III Average shadows and darker scene elements

Zone II Deeper shadows & dark recesses with defined detail

Zone I Black with some minimal texture. Response threshold

Zone 0 Pure, flat optical black with no texture. Zero reflection


Correlación de Exposición
16 IRE = .3ND = 50% = 2to1 = 1 f/stop = +6dbV =
0.8Z
IRE Density Tr% F f/stop Gain Zone
100 0.0 100 1 0 0 dbV 9
96 White 0.3 50 2 1 6 db 8
84 0.6 25 4 2 12 db 7
68 0.9 12.5 8 3 18 db 6
52 1.2 6.25 16 4 24 db 5
Fleshtone
36 1.5 3.12 32 5 30 db 4
20 1.8 1.56 64 6 3
9 2.0 1 100 6 2/3 1+2
7.5 2.1 0.78 128 7 0
Cartas-R-Us
 Variations on a Theme…
Balance de Color
 Waveform – theWhite Contrast
R G B parade Gain
display
Gray 18% Gamma
Black Brightness Pedestal
Red Green Blue

CTO/85B
CTB/80A == –+131
131 Mired shift or –6db R
Blue
&G loss
Color Temperature change = 6500°K to 3200°K
Control de Balance de
Color

–41
+42
+02
–37
+06
+36
+01
+02
Chroma
Hue

Master Red Yellow Green Cyan Blue Magenta


Color Gamut –
Vectorscopio
 El Vectorscopio & Video Color Gamut
Color Gamut – CC series
R M

CC10-30 B 10 20 30
R G B Y B .
Y C M

G C
Light Language
QUANTITY Power, Efficacy, Area, Volumen

COLOR Temperature, Perception, Psychology

SOFTNESS Size & Distance, Contrast, Diffusion, Specularity

SHAPE Contour, Gradient, Pattern, Texture, Umbra

DIRECTION Bearing, Time, Place, Dimension & Depth

MOVEMENT Motivation, Revelation, Story Value


Quantity - How Much
Light?
 Luminous Efficacy
 Radiant flux/power = lumens/watt
 Incandescent 30 lm
 Flourescent 60 lm
 Metal Halide 80 lm
Quantity - How Much
Light?
 Example: 400sf room with 3 walls at 200sf
 Length * Width * Surfaces = Area
 400 + (3 * 200) = 1000sf total light volume
 Set Area/sf * Base Illuminance/fc = Power/P

Efficacy lm/w

A * fc / lm = P
1000sf * 250fc = 8,333 watts incandescent

30 lm/w
Color Gamut –
ColorTemp
R M

CTO – 85B
R G B Y B .
Y C M

CTB – 80A
G C

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