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	<id>https://wiki.psl.dev/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Paul+Dreisen</id>
	<title>Parasol - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.psl.dev/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Paul+Dreisen"/>
	<link rel="alternate" type="text/html" href="https://wiki.psl.dev/Special:Contributions/Paul_Dreisen"/>
	<updated>2026-07-29T01:54:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.psl.dev/index.php?title=Getting_Started_with_Pipeline&amp;diff=30393</id>
		<title>Getting Started with Pipeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Getting_Started_with_Pipeline&amp;diff=30393"/>
		<updated>2023-01-31T16:41:59Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: added a missing link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a starting place for Pipeline Developers and IT Personnel on where to look for help when &lt;br /&gt;
&lt;br /&gt;
# You need to get started developing &lt;br /&gt;
# Something in the animation pipeline breaks&lt;br /&gt;
&lt;br /&gt;
=== User can not access Project ===&lt;br /&gt;
[[Fileserver#Tisax%20Berechtigungen|check here]]&lt;br /&gt;
&lt;br /&gt;
=== Miro Boards ===&lt;br /&gt;
&lt;br /&gt;
==== Pipeline Map ====&lt;br /&gt;
https://miro.com/app/board/uXjVOXhFdmA=/?moveToWidget=3458764543374899712&amp;amp;cot=14&lt;br /&gt;
&lt;br /&gt;
A way finder with descriptions on where anything is located in the pipelinie&lt;br /&gt;
&lt;br /&gt;
==== where to look when something breaks ====&lt;br /&gt;
https://miro.com/app/board/uXjVOXhFdmA=/?moveToWidget=3458764543375173012&amp;amp;cot=14&lt;br /&gt;
&lt;br /&gt;
Instructions on common Problems&lt;br /&gt;
&lt;br /&gt;
==== Creating a new Project on SG ====&lt;br /&gt;
https://miro.com/app/board/uXjVOXhFdmA=/?moveToWidget=3458764543606039324&amp;amp;cot=14&lt;br /&gt;
&lt;br /&gt;
Using Ammunition to create a new project on Server and SG&lt;br /&gt;
&lt;br /&gt;
==== Installing Deadline ====&lt;br /&gt;
https://miro.com/app/board/uXjVOXhFdmA=/?moveToWidget=3458764544525983324&amp;amp;cot=14&lt;br /&gt;
&lt;br /&gt;
==== Pyblish ====&lt;br /&gt;
https://miro.com/app/board/uXjVOzlYKyE=/?share_link_id=489814582950&lt;br /&gt;
&lt;br /&gt;
==== Documents Corner ====&lt;br /&gt;
PDF Tutorials on&lt;br /&gt;
&lt;br /&gt;
* Zombie Development&lt;br /&gt;
* installing Deadline &lt;br /&gt;
* Moving Pipeline&lt;br /&gt;
* Setting up a Development Environment&lt;br /&gt;
&lt;br /&gt;
https://miro.com/app/board/uXjVOXhFdmA=/?moveToWidget=3458764543095817547&amp;amp;cot=14&lt;br /&gt;
&lt;br /&gt;
=== Videos ===&lt;br /&gt;
Videos that have been recorded for instructional purposes&lt;br /&gt;
&lt;br /&gt;
https://www.loom.com/profile/Michael-af51bdd4-b304-4850-8ba7-38236b2af993&lt;br /&gt;
&lt;br /&gt;
==== Emco ====&lt;br /&gt;
Emco is a program that helps installing computers and running executables&lt;br /&gt;
&lt;br /&gt;
I&#039;ve put a tutorial series on &#039;&#039;&#039;X:\Media\Video_Tutorials\Emco&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Git ===&lt;br /&gt;
https://git.parasol-island.com/users/sign_in&lt;br /&gt;
&lt;br /&gt;
If you are assigned to the group pipeline, you should be able to see all projects.&lt;br /&gt;
&lt;br /&gt;
=== OS API ===&lt;br /&gt;
OS API receives webhook requsts from shotgrid when a user has been added/remvoed to/from a project.&lt;br /&gt;
&lt;br /&gt;
You can find the source code for it here:&lt;br /&gt;
&lt;br /&gt;
https://git.parasol-island.com/psl/os_api&lt;br /&gt;
&lt;br /&gt;
To change the way that the authentication happens, please check Nas_api_controller and nas_api_interface.&lt;br /&gt;
&lt;br /&gt;
These should be the basis for your future code. The architecture and thought process of this section is documented here: [[Projektberechtigungen per Webhook]]&lt;br /&gt;
&lt;br /&gt;
In order to develop for it please install PHP and Composer. &lt;br /&gt;
&lt;br /&gt;
After letting composer install the dependencies, you can start a webserver with.&lt;br /&gt;
 php bin/console server:run &lt;br /&gt;
You can find more information about the project inside the git repository, where there is a video explaining all the parts.&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Shotgun_project_creation_steps&amp;diff=29978</id>
		<title>Shotgun project creation steps</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Shotgun_project_creation_steps&amp;diff=29978"/>
		<updated>2022-07-29T10:30:00Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Creation Steps in Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome!&lt;br /&gt;
&lt;br /&gt;
This page contains some information and a step by step tutorial on how to create new Shotgun projects at Parasol Island.&lt;br /&gt;
&lt;br /&gt;
=== Creation steps in the Agentursoftware. ===&lt;br /&gt;
* Choose a proper name for your project without any special characters like &amp;quot;#-$§%&amp;amp;/()/&amp;amp;äöü&amp;quot;&lt;br /&gt;
* Think twice if you will need the project folders on our server, for producing the images or movies we do only need ONE folder, not a folder for each &amp;quot;Nachkalkulation&amp;quot; or &amp;quot;Adaption&amp;quot;&lt;br /&gt;
* If the project is done bei FLM and ANM we only need one folder created on the server because we will only do the work in one of them. In case this happends, only create the ANM project on the server.&lt;br /&gt;
* After taking all these steps you can create the project in the Agentursoftware.&lt;br /&gt;
&lt;br /&gt;
=== Creation Steps in Shotgun ===&lt;br /&gt;
* We do have a working script which creates the newly created project in Shotgun and on the server. The creation is not automated, so please contact michael.dinitz@parasol-island.com or paul.dreisen@parasol-island.com.&lt;br /&gt;
* Find the project in Shotgun by copying the name from the Agentursoftware and paste it in the search field on the upper right side of the Shotgun website. [[File:Searchfield.JPG|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Make the Shotgun project usefull ===&lt;br /&gt;
&lt;br /&gt;
* After a project is created in Shotgun it will be completely empty. So you will need to fill it up with the most important information.&lt;br /&gt;
* Here is a guideline which information should be added for a perfect project start.&lt;br /&gt;
[[File:Shotgunemptyproject.jpg|1600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Next steps from a producer point of view ===&lt;br /&gt;
&lt;br /&gt;
* So now you do have a project filled with the most basic information to get it started.&lt;br /&gt;
- Some things are still missing: assets, shots and sequences (consider sequences as edits)&lt;br /&gt;
# Assets are the little parts a project is build from, for example the Lenor bottle which is used in a packshot&lt;br /&gt;
# Shots are the next bigger part in a project, they are build with the various assets and in this example the &amp;quot;packshot&amp;quot; contains the bottle created in the assets.&lt;br /&gt;
# Sequences are edited out of several shots, so they are in our case the end product in which we combine all the work before.&lt;br /&gt;
&lt;br /&gt;
Depending on the project some of these &amp;quot;ingredients&amp;quot; can be instantly created, filled up with a task assigned to one of our artist do do it.&lt;br /&gt;
Examples would be.&lt;br /&gt;
* A Pitch image (-&amp;gt; create a shot called &amp;quot;Pitch&amp;quot;)&lt;br /&gt;
* A mood cut (-&amp;gt; create a sequence called &amp;quot;Moodcut...)&lt;br /&gt;
* A penguin (-&amp;gt; create a asset called &amp;quot;Penguin&amp;quot;)&lt;br /&gt;
* .... there is no way of writing down everything which could happen, so the more information we have, the better and faster our artists can do their work.&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29357</id>
		<title>Projectlocation and creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29357"/>
		<updated>2022-02-21T07:27:58Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Hintergrund =&lt;br /&gt;
Aufgrund der Tisax Zertifizierung sind wir verpflichtet unsere Projekte auf dem Server in einzelnen Freigaben anzulegen. [https://de.wikipedia.org/wiki/Uniform_Naming_Convention UNC Pfade]&lt;br /&gt;
Das heißt alle zukünftig erstellten Projekte werden nicht mehr innerhalb der Projects Directory zu finden sein. &lt;br /&gt;
&lt;br /&gt;
= Berechtigung =&lt;br /&gt;
Jeder User muss mit einem Windows login angemeldet sein. Informationen zum Windows login finden sich hier [[Accounts]] .&lt;br /&gt;
&lt;br /&gt;
Für Mac User ist es wichtig,  mit welchem Account man einen Ordner mounted.&lt;br /&gt;
&lt;br /&gt;
=== Employees ===&lt;br /&gt;
Grundsätzlich haben alle Parasol Angestellten Zugriff auf alle Projekte und können diese auf dem Server einsehen.&lt;br /&gt;
&lt;br /&gt;
=== Freelancer ===&lt;br /&gt;
- Freelancer dagegen müssen auf Shotgrid zu ihrem Projekt hinzugefügt werden.  Wichtig ist, dass der Vor- und Nachname im Shotgrid Account mit der Vor- und Nachnamen Kombination im Windows Account zusammenpasst.&lt;br /&gt;
- Wenn ihr als seht das ein Freelancer einen merkwürdigen Namen bei seinem account nutzt bitte Michael oder Paul darüber informieren.&lt;br /&gt;
&lt;br /&gt;
Bsp: Michael Dinitz muss mit Windows Account mDinitz angemeldet sein. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Shotgrid_people_assign.png|alt=|771x771px]]&lt;br /&gt;
&lt;br /&gt;
= Zugriff =&lt;br /&gt;
Sobald ein Projekt erstellt ist, kann man es unter folgendem Pfad finden \\pslsrv10\&amp;lt;Projektname&amp;gt;&lt;br /&gt;
Die Erstellung der Projekte wird von Michael oder Paul gemacht, jedoch nicht automatisch, daher bitte per Email bescheid geben.&lt;br /&gt;
&lt;br /&gt;
Bsp: \\pslsrv10\PSL21_ANM13_API_Testprojekt&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
==== Windows Explorer ====&lt;br /&gt;
&lt;br /&gt;
# öffne Windows Explorer&lt;br /&gt;
# navigiere zu Adresszeile 1)&lt;br /&gt;
# Gib die notwendige Addresse ein 2) &lt;br /&gt;
# Alternativ Gib nur \\pslsrv10 ein und navigiere dann zu dem notwendigen Projekt 3) &lt;br /&gt;
&lt;br /&gt;
[[File:Description windwos explorer.png|frameless|771x771px]]&lt;br /&gt;
[[File:With address in it.png|frameless|770x770px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Only pslsrv10.png|frameless|776x776px]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie ====&lt;br /&gt;
Alternativ kann man auf Windows in Zombie auf das Projekt rechts klicken und auf open folder gehen. So gelangt man am schnellsten zu dem Projekt&lt;br /&gt;
&lt;br /&gt;
[[File:Zombie open fodler.png|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
=== Mac OSX ===&lt;br /&gt;
Auf Mac OSX muss man das Projekt im Finder mounten&lt;br /&gt;
&lt;br /&gt;
==== Finder ====&lt;br /&gt;
&lt;br /&gt;
# Finder öffnen&lt;br /&gt;
# CMD + K drücken&lt;br /&gt;
# smb://pslsrv10 eingeben &lt;br /&gt;
# Das gewünschte Projekt auswählen&lt;br /&gt;
# Mit Windows Account anmelden&lt;br /&gt;
[[File:Mac connect to server.png|frameless|791x791px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Log in screen.png|frameless|794x794px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Choose project.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
== Projekt erstellen ==&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
Zur Erstellung von Projekten haben wir ein Tool Namens Ammunition entwickelt.&lt;br /&gt;
&lt;br /&gt;
Man findet das in der folgenden Location:&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;batch&amp;quot;&amp;gt;&lt;br /&gt;
\\pslsrv10\pslsrv10\Pipeline\_Globals\Tools\ammunition\ammunition-win32-x64&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Man muss den gesamten Ordner ammunition-win32-x64 lokal kopieren und dann innerhalb des Ordners ammunition.exe ausführen&lt;br /&gt;
&lt;br /&gt;
=== Mac ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;bash&amp;quot;&amp;gt;&lt;br /&gt;
/Volumes/pslsrv10/Pipeline/_Globals/Tools/ammunition/ammunition.app&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;die .app Datei in applications ziehen und dann ausführen.&lt;br /&gt;
&lt;br /&gt;
== Benutzung ==&lt;br /&gt;
Der Projektname muss in AGS bereits erstellt sein. &lt;br /&gt;
&lt;br /&gt;
# Ammunition öffnen&lt;br /&gt;
# Namen in das Suchfeld eintragen&lt;br /&gt;
# auf Create Project klicken&lt;br /&gt;
# warten, bis ein grüner Haken erscheint.&lt;br /&gt;
# Programm schließen, das Projekt ist nun erstellt&lt;br /&gt;
&lt;br /&gt;
[[File:Ammunition usage.png|frameless|626x626px]][[File:Ammunition project created.png|frameless|625x625px]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Projectlocation_and_creation}}&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=UNC_Path&amp;diff=29356</id>
		<title>UNC Path</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=UNC_Path&amp;diff=29356"/>
		<updated>2022-02-21T07:25:04Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: Paul Dreisen moved page UNC Path to Projectlocation and creation: Adresse unverständlich&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Projectlocation and creation]]&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29355</id>
		<title>Projectlocation and creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29355"/>
		<updated>2022-02-21T07:25:04Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: Paul Dreisen moved page UNC Path to Projectlocation and creation: Adresse unverständlich&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Hintergrund =&lt;br /&gt;
Aufgrund von Sicherheitsmaßnahmen haben sind wir für geheime Projekte auf [https://de.wikipedia.org/wiki/Uniform_Naming_Convention UNC Pfade] umgestiegen.&lt;br /&gt;
Das heißt alle zukünftig erstellten Projekte werden nicht mehr innerhalt der Projects Directory zu finden sein. &lt;br /&gt;
&lt;br /&gt;
= Berechtigung =&lt;br /&gt;
Jeder User muss mit einem Windows login angemeldet sein. Informationen zum Windows login finden sich hier [[Accounts]] .&lt;br /&gt;
&lt;br /&gt;
Für Mac User ist es wichtig,  mit welchem Account man einen Ordner mounted.&lt;br /&gt;
&lt;br /&gt;
=== Employees ===&lt;br /&gt;
Grundsätzlich haben alle Parasol Angestellten Zugriff auf alle Projekte und können diese auf dem Server einsehen.&lt;br /&gt;
&lt;br /&gt;
=== Freelancer ===&lt;br /&gt;
- Freelancer dagegen müssen auf Shotgrid zu ihrem Projekt hinzugefügt werden.  Wichtig ist, dass der Vor- und Nachname im Shotgrid Account mit der Vor- und Nachnamen Kombination im Windows Account zusammenpasst.&lt;br /&gt;
- Wenn ihr als seht das ein Freelancer einen merkwürdigen Namen bei seinem account nutzt bitte Michael oder Paul darüber informieren.&lt;br /&gt;
&lt;br /&gt;
Bsp: Michael Dinitz muss mit Windows Account mDinitz angemeldet sein. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Shotgrid_people_assign.png|alt=|771x771px]]&lt;br /&gt;
&lt;br /&gt;
= Zugriff =&lt;br /&gt;
Sobald ein Projekt erstellt ist, kann man es unter folgendem Pfad finden \\pslsrv10\&amp;lt;Projektname&amp;gt;&lt;br /&gt;
Die Erstellung der Projekte wird von Michael oder Paul gemacht, jedoch nicht automatisch, daher bitte per Email bescheid geben.&lt;br /&gt;
&lt;br /&gt;
Bsp: \\pslsrv10\PSL21_ANM13_API_Testprojekt&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
==== Windows Explorer ====&lt;br /&gt;
&lt;br /&gt;
# öffne Windows Explorer&lt;br /&gt;
# navigiere zu Adresszeile 1)&lt;br /&gt;
# Gib die notwendige Addresse ein 2) &lt;br /&gt;
# Alternativ Gib nur \\pslsrv10 ein und navigiere dann zu dem notwendigen Projekt 3) &lt;br /&gt;
&lt;br /&gt;
[[File:Description windwos explorer.png|frameless|771x771px]]&lt;br /&gt;
[[File:With address in it.png|frameless|770x770px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Only pslsrv10.png|frameless|776x776px]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie ====&lt;br /&gt;
Alternativ kann man auf Windows in Zombie auf das Projekt rechts klicken und auf open folder gehen. So gelangt man am schnellsten zu dem Projekt&lt;br /&gt;
&lt;br /&gt;
[[File:Zombie open fodler.png|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
=== Mac OSX ===&lt;br /&gt;
Auf Mac OSX muss man das Projekt im Finder mounten&lt;br /&gt;
&lt;br /&gt;
==== Finder ====&lt;br /&gt;
&lt;br /&gt;
# Finder öffnen&lt;br /&gt;
# CMD + K drücken&lt;br /&gt;
# smb://pslsrv10 eingeben &lt;br /&gt;
# Das gewünschte Projekt auswählen&lt;br /&gt;
# Mit Windows Account anmelden&lt;br /&gt;
[[File:Mac connect to server.png|frameless|791x791px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Log in screen.png|frameless|794x794px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Choose project.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
== Projekt erstellen ==&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
Zur Erstellung von Projekten haben wir ein Tool Namens Ammunition entwickelt.&lt;br /&gt;
&lt;br /&gt;
Man findet das in der folgenden Location:&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;batch&amp;quot;&amp;gt;&lt;br /&gt;
\\pslsrv10\pslsrv10\Pipeline\_Globals\Tools\ammunition\ammunition-win32-x64&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Man muss den gesamten Ordner ammunition-win32-x64 lokal kopieren und dann innerhalb des Ordners ammunition.exe ausführen&lt;br /&gt;
&lt;br /&gt;
=== Mac ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;bash&amp;quot;&amp;gt;&lt;br /&gt;
/Volumes/pslsrv10/Pipeline/_Globals/Tools/ammunition/ammunition.app&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;die .app Datei in applications ziehen und dann ausführen.&lt;br /&gt;
&lt;br /&gt;
== Benutzung ==&lt;br /&gt;
Der Projektname muss in AGS bereits erstellt sein. &lt;br /&gt;
&lt;br /&gt;
# Ammunition öffnen&lt;br /&gt;
# Namen in das Suchfeld eintragen&lt;br /&gt;
# auf Create Project klicken&lt;br /&gt;
# warten, bis ein grüner Haken erscheint.&lt;br /&gt;
# Programm schließen, das Projekt ist nun erstellt&lt;br /&gt;
&lt;br /&gt;
[[File:Ammunition usage.png|frameless|626x626px]][[File:Ammunition project created.png|frameless|625x625px]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Projectlocation_and_creation}}&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29354</id>
		<title>Projectlocation and creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29354"/>
		<updated>2022-02-21T07:16:25Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Hintergrund =&lt;br /&gt;
Aufgrund von Sicherheitsmaßnahmen haben sind wir für geheime Projekte auf [https://de.wikipedia.org/wiki/Uniform_Naming_Convention UNC Pfade] umgestiegen.&lt;br /&gt;
Das heißt alle zukünftig erstellten Projekte werden nicht mehr innerhalt der Projects Directory zu finden sein. &lt;br /&gt;
&lt;br /&gt;
= Berechtigung =&lt;br /&gt;
Jeder User muss mit einem Windows login angemeldet sein. Informationen zum Windows login finden sich hier [[Accounts]] .&lt;br /&gt;
&lt;br /&gt;
Für Mac User ist es wichtig,  mit welchem Account man einen Ordner mounted.&lt;br /&gt;
&lt;br /&gt;
=== Employees ===&lt;br /&gt;
Grundsätzlich haben alle Parasol Angestellten Zugriff auf alle Projekte und können diese auf dem Server einsehen.&lt;br /&gt;
&lt;br /&gt;
=== Freelancer ===&lt;br /&gt;
- Freelancer dagegen müssen auf Shotgrid zu ihrem Projekt hinzugefügt werden.  Wichtig ist, dass der Vor- und Nachname im Shotgrid Account mit der Vor- und Nachnamen Kombination im Windows Account zusammenpasst.&lt;br /&gt;
- Wenn ihr als seht das ein Freelancer einen merkwürdigen Namen bei seinem account nutzt bitte Michael oder Paul darüber informieren.&lt;br /&gt;
&lt;br /&gt;
Bsp: Michael Dinitz muss mit Windows Account mDinitz angemeldet sein. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Shotgrid_people_assign.png|alt=|771x771px]]&lt;br /&gt;
&lt;br /&gt;
= Zugriff =&lt;br /&gt;
Sobald ein Projekt erstellt ist, kann man es unter folgendem Pfad finden \\pslsrv10\&amp;lt;Projektname&amp;gt;&lt;br /&gt;
Die Erstellung der Projekte wird von Michael oder Paul gemacht, jedoch nicht automatisch, daher bitte per Email bescheid geben.&lt;br /&gt;
&lt;br /&gt;
Bsp: \\pslsrv10\PSL21_ANM13_API_Testprojekt&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
==== Windows Explorer ====&lt;br /&gt;
&lt;br /&gt;
# öffne Windows Explorer&lt;br /&gt;
# navigiere zu Adresszeile 1)&lt;br /&gt;
# Gib die notwendige Addresse ein 2) &lt;br /&gt;
# Alternativ Gib nur \\pslsrv10 ein und navigiere dann zu dem notwendigen Projekt 3) &lt;br /&gt;
&lt;br /&gt;
[[File:Description windwos explorer.png|frameless|771x771px]]&lt;br /&gt;
[[File:With address in it.png|frameless|770x770px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Only pslsrv10.png|frameless|776x776px]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie ====&lt;br /&gt;
Alternativ kann man auf Windows in Zombie auf das Projekt rechts klicken und auf open folder gehen. So gelangt man am schnellsten zu dem Projekt&lt;br /&gt;
&lt;br /&gt;
[[File:Zombie open fodler.png|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
=== Mac OSX ===&lt;br /&gt;
Auf Mac OSX muss man das Projekt im Finder mounten&lt;br /&gt;
&lt;br /&gt;
==== Finder ====&lt;br /&gt;
&lt;br /&gt;
# Finder öffnen&lt;br /&gt;
# CMD + K drücken&lt;br /&gt;
# smb://pslsrv10 eingeben &lt;br /&gt;
# Das gewünschte Projekt auswählen&lt;br /&gt;
# Mit Windows Account anmelden&lt;br /&gt;
[[File:Mac connect to server.png|frameless|791x791px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Log in screen.png|frameless|794x794px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Choose project.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
== Projekt erstellen ==&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
Zur Erstellung von Projekten haben wir ein Tool Namens Ammunition entwickelt.&lt;br /&gt;
&lt;br /&gt;
Man findet das in der folgenden Location:&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;batch&amp;quot;&amp;gt;&lt;br /&gt;
\\pslsrv10\pslsrv10\Pipeline\_Globals\Tools\ammunition\ammunition-win32-x64&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Man muss den gesamten Ordner ammunition-win32-x64 lokal kopieren und dann innerhalb des Ordners ammunition.exe ausführen&lt;br /&gt;
&lt;br /&gt;
=== Mac ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;bash&amp;quot;&amp;gt;&lt;br /&gt;
/Volumes/pslsrv10/Pipeline/_Globals/Tools/ammunition/ammunition.app&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;die .app Datei in applications ziehen und dann ausführen.&lt;br /&gt;
&lt;br /&gt;
== Benutzung ==&lt;br /&gt;
Der Projektname muss in AGS bereits erstellt sein. &lt;br /&gt;
&lt;br /&gt;
# Ammunition öffnen&lt;br /&gt;
# Namen in das Suchfeld eintragen&lt;br /&gt;
# auf Create Project klicken&lt;br /&gt;
# warten, bis ein grüner Haken erscheint.&lt;br /&gt;
# Programm schließen, das Projekt ist nun erstellt&lt;br /&gt;
&lt;br /&gt;
[[File:Ammunition usage.png|frameless|626x626px]][[File:Ammunition project created.png|frameless|625x625px]]&lt;br /&gt;
&lt;br /&gt;
{{DEFAULTSORT:Projectlocation_and_creation}}&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29334</id>
		<title>Projectlocation and creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29334"/>
		<updated>2022-02-17T07:32:42Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Hintergrund =&lt;br /&gt;
Aufgrund von Sicherheitsmaßnahmen haben sind wir für geheime Projekte auf [https://de.wikipedia.org/wiki/Uniform_Naming_Convention UNC Pfade] umgestiegen.&lt;br /&gt;
Das heißt alle zukünftig erstellten Projekte werden nicht mehr innerhalt der Projects Directory zu finden sein. &lt;br /&gt;
&lt;br /&gt;
= Berechtigung =&lt;br /&gt;
Jeder User muss mit einem Windows login angemeldet sein. Informationen zum Windows login finden sich hier [[Accounts]] .&lt;br /&gt;
&lt;br /&gt;
Für Mac User ist es wichtig,  mit welchem Account man einen Ordner mounted.&lt;br /&gt;
&lt;br /&gt;
=== Employees ===&lt;br /&gt;
Grundsätzlich haben alle Parasol Angestellten Zugriff auf alle Projekte und können diese auf dem Server einsehen.&lt;br /&gt;
&lt;br /&gt;
=== Freelancer ===&lt;br /&gt;
- Freelancer dagegen müssen auf Shotgrid zu ihrem Projekt hinzugefügt werden.  Wichtig ist, dass der Vor- und Nachname im Shotgrid Account mit der Vor- und Nachnamen Kombination im Windows Account zusammenpasst.&lt;br /&gt;
- Wenn ihr als seht das ein Freelancer einen merkwürdigen Namen bei seinem account nutzt bitte Michael oder Paul darüber informieren.&lt;br /&gt;
&lt;br /&gt;
Bsp: Michael Dinitz muss mit Windows Account mDinitz angemeldet sein. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Shotgrid_people_assign.png|alt=|771x771px]]&lt;br /&gt;
&lt;br /&gt;
= Zugriff =&lt;br /&gt;
Sobald ein Projekt erstellt ist, kann man es unter folgendem Pfad finden \\pslsrv10\&amp;lt;Projektname&amp;gt;&lt;br /&gt;
Die Erstellung der Projekte wird von Michael oder Paul gemacht, jedoch nicht automatisch, daher bitte per Email bescheid geben.&lt;br /&gt;
&lt;br /&gt;
Bsp: \\pslsrv10\PSL21_ANM13_API_Testprojekt&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
==== Windows Explorer ====&lt;br /&gt;
&lt;br /&gt;
# öffne Windows Explorer&lt;br /&gt;
# navigiere zu Adresszeile 1)&lt;br /&gt;
# Gib die notwendige Addresse ein 2) &lt;br /&gt;
# Alternativ Gib nur \\pslsrv10 ein und navigiere dann zu dem notwendigen Projekt 3) &lt;br /&gt;
&lt;br /&gt;
[[File:Description windwos explorer.png|frameless|771x771px]]&lt;br /&gt;
[[File:With address in it.png|frameless|770x770px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Only pslsrv10.png|frameless|776x776px]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie ====&lt;br /&gt;
Alternativ kann man auf Windows in Zombie auf das Projekt rechts klicken und auf open folder gehen. So gelangt man am schnellsten zu dem Projekt&lt;br /&gt;
&lt;br /&gt;
[[File:Zombie open fodler.png|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
=== Mac OSX ===&lt;br /&gt;
Auf Mac OSX muss man das Projekt im Finder mounten&lt;br /&gt;
&lt;br /&gt;
==== Finder ====&lt;br /&gt;
&lt;br /&gt;
# Finder öffnen&lt;br /&gt;
# CMD + K drücken&lt;br /&gt;
# smb://pslsrv10 eingeben &lt;br /&gt;
# Das gewünschte Projekt auswählen&lt;br /&gt;
# Mit Windows Account anmelden&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29323</id>
		<title>Projectlocation and creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Projectlocation_and_creation&amp;diff=29323"/>
		<updated>2022-02-16T14:15:21Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: Created page with &amp;quot;haaha&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;haaha&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Animation_Department&amp;diff=29322</id>
		<title>Animation Department</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Animation_Department&amp;diff=29322"/>
		<updated>2022-02-16T14:15:10Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Pipeline==&lt;br /&gt;
&lt;br /&gt;
:https://psl.shotgunstudio.com/user/login - Shotgun login&lt;br /&gt;
&lt;br /&gt;
:https://render.parasol-island.com/royalrender - Royal Render login&lt;br /&gt;
&lt;br /&gt;
:[[Episode]] - A guide to Episode and Episode Interface for encoding video files&lt;br /&gt;
&lt;br /&gt;
:[[Shotgun Uploader]] - A guide to our custom Shotgun Uploader&lt;br /&gt;
&lt;br /&gt;
:[[Naming Standards]] - Naming standards and folder structure&lt;br /&gt;
&lt;br /&gt;
:[[Fusion Environment]] - how Fusion is configured at Parasol&lt;br /&gt;
&lt;br /&gt;
:[[Maya Pipeline Setup]] - A guide on how to setup Maya to run with our pipeline&lt;br /&gt;
&lt;br /&gt;
:[[UNC Path]] - UNC Path Tutorial&lt;br /&gt;
&lt;br /&gt;
:[[Mudbox Pipeline Setup]] - A guide on how to setup Mudbox to run with our pipeline&lt;br /&gt;
&lt;br /&gt;
:[[Softimage Pipeline Setup]] - A guide on how to setup Softimage to run with our pipeline&lt;br /&gt;
&lt;br /&gt;
:[[After Effects default project and output modules]] - Default AE Project and optimized output modules for After Effects&lt;br /&gt;
&lt;br /&gt;
:[[Zombie Resurrection]] - An introduction to our inhouse pipeline tool, Zombie Resurrection&lt;br /&gt;
&lt;br /&gt;
:[[Pipeline Development]] - Development Ressources and Git repositories for our inhouse tools&lt;br /&gt;
&lt;br /&gt;
:[[Start Rendernodes Series 20]]&lt;br /&gt;
&lt;br /&gt;
==3D==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tutorials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[Effective_Animation_Rig|Effective Animation Rig]] - Creating an effective rig for simple object animation in Maya.&lt;br /&gt;
&lt;br /&gt;
:[[Depth_Elevation_Map_%28DEM%29|Depth Elevation Map]] - How we get, convert and store depth data for environments.&lt;br /&gt;
&lt;br /&gt;
:[[Softimage_Particles_to_Maya|Softimage particle export to Maya]] - Basic particle transfer between Softimage and Maya using the nCache format.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[lightRig_UI_inside_|Maya lightRig workflow and howto use the interface]] - The lightRigUI will be our standard shading lightset which will be used for each asset on every project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assets&#039;&#039;&#039;[https://3dx-us.com/ 3DX] - A Website of free to use CAD Parts like Screws, Bolts, Plugs and so on. Very useful for kit bashing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Free Textures&#039;&#039;&#039;  http://www.lughertexture.com/&lt;br /&gt;
*&#039;&#039;&#039;Dino&#039;s Animation Workflow&#039;&#039;&#039; for great 3D (character) animation is [[DinosAnimationWorkflow|here]]&lt;br /&gt;
&lt;br /&gt;
==Tracking==&lt;br /&gt;
&lt;br /&gt;
:[[3D Tracking and Match Moving with PFTrack 2011 and later]]&lt;br /&gt;
&lt;br /&gt;
:[[Tracking, Roto, Object Removal and Stabilization with Mocha Pro]]&lt;br /&gt;
&lt;br /&gt;
==Compositing==&lt;br /&gt;
&lt;br /&gt;
[[Category:Compositing]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[http://vfxpedia.com/index.php?title=Settings_and_Macros/PrimaryGrade_Description PrimaryGrade] - a macro which allows you to set the Black and White point of an image simply by picking the colors from a reference or by using color wheels. It effectively replaces the native ColorCorrector tool in Fusion introducing more advanced functionality and user-friendly interface.&lt;br /&gt;
:[http://vfxpedia.com/index.php?title=Settings_and_Macros/DepthDefocus_Description DepthDefocus] - a macro which uses the Depth channel to simulate the Depth of Field effect. Unlike Frischluft Depth of Field, this tool features fine tuning for the amount of highlight blooming, natural-looking and easily controllable deceleration of defocusing with distance, separate foreground defocusing power control, a possibility to select any image channel as the depth map and high-range (not normalized) depth channel support.&lt;br /&gt;
:MergeWrap - a tool that creates light wrap and edge blur with a few customizable and animatable parameters.&lt;br /&gt;
&lt;br /&gt;
:[[Compositing_Tools | See more tools...]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;Lua Scripts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::*Colors and Names&lt;br /&gt;
:::[http://www.pigsfly.com/forums/index.php?showtopic=7262 Names from Operations] - renames all the (selected) nodes in a composition according to their main parameters, so you can quickly get the idea what operations are performed by Merges, and ChannelBooleans, what channels are used in Bitmap masks and how they are applied, what is the radius of a Blur tool and resolution of a Background etc.&lt;br /&gt;
&lt;br /&gt;
::*-- Parasol -- Send_to_RoyalRender6&lt;br /&gt;
:::Saves your composition and opens the Royal Render Submitter. Default Settings are: Fusion Group; Priority:70; Seq Divide 1-3. So you just need to push the Submit Button and the composition will be send to the renderfarm.&lt;br /&gt;
&lt;br /&gt;
::*-- Parasol -- Update Render Passes Koshi&lt;br /&gt;
:::Update all selected Loader, if there is a new Folder in the same path which has a higher number.&lt;br /&gt;
&lt;br /&gt;
::*exr_SplitEXR -&lt;br /&gt;
:::A script that splits multichannel exrs and produces multiple loaders with each Lightpass. It is accesable via right clicking on the loader and choose script, because it is a tool script!(Note that we are abandoning this workflow as singlechannel exrs are quicker and help save performance)&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;Python Scripts&#039;&#039;&lt;br /&gt;
::If you want to use Python Scripts you need to install Python 2.7 on your machine! Then you need to set your Default Python Version inside Fusion to Python 2.7. You find this Checkbox under File&amp;gt;Preferences&amp;gt;Globals&amp;gt;Script&lt;br /&gt;
&lt;br /&gt;
::[[--PSL--RunMultipassScript]]&lt;br /&gt;
:::Is a script which is basically an interface to start all Multipass Scripts. Just check the Script you like to run. It is recomannded to only run one script because created Loader could overlap for example!You find it easily under Scripts--&amp;gt; first entry after folders&lt;br /&gt;
&lt;br /&gt;
::[[--Parasol--Load_RenderPasses]]&lt;br /&gt;
:::Loads all pass from the folder in which selected loader is stored. You can chose the passes you want to load by checking/unchecking them. All passes are checked by default. For a deeper description click on the link. You find it easily under Scripts--&amp;gt;Parasol&lt;br /&gt;
&lt;br /&gt;
::[[--Parasol--Update_RenderPass]]&lt;br /&gt;
:::Updates all selected loader to latest Version. You can additionally select and check the passes you want to update via the interface.  For a deeper Description click on the link. You find it easily under Scripts--&amp;gt;Parasol&lt;br /&gt;
&lt;br /&gt;
:[[Compositing_Scripts | See more scripts...]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techniques&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[Multi-Pass_Compositing_Guide|Multi-Pass Compositing Guide]] - a structured guide to multipass rendering and compositing with the complete list of 3D layers, their detailed descriptions and application formulas.&lt;br /&gt;
&lt;br /&gt;
:[http://vfxpedia.com/index.php?title=FAQ/Using_Motion_Vector_Passes Using Motion Vector Passes] - how to use the Motion Vector pass in Fusion with different blurring tools.&lt;br /&gt;
&lt;br /&gt;
:[http://vfxpedia.com/index.php?title=Working_with_Gamma Working with Gamma] - an article about understanding and using gamma-compensation.&lt;br /&gt;
&lt;br /&gt;
:[http://web.archive.org/web/20110811095840/http://vfxpedia.com/index.php?title=Tips_and_Techniques/Workflow/PreGrading_FinalGrading_Order Pre-Grading / Final Grading Order] - should we ever apply final grading directly to the plates before we composite everything? This text explains, why should we work only with neutralized color-wise material in compositing.&lt;br /&gt;
&lt;br /&gt;
:[http://r20.rs6.net/tn.jsp?llr=jwyqqqcab&amp;amp;et=1104120619603&amp;amp;s=10773&amp;amp;e=001ojEFd6691U2VAQ4NYys8cW31STOProX8wC4NwxLF7rC68mQmWolyRVKukYQtAQtvaLGpal-H8w9XGM7YC1mp_mYHLgfXn6HaBc-pxrJA7hNtyvRB8aAEDRWDUHHrNLsHKIxjZ8I7tLeE8Qnpf_WlKHmig0-FQYniWE0xj-0tfBjNie_uKutS8TJ7PvwFbvnf Gradients in Fusion] - some methods of changing the default linear interpolation to smooth, step and so on&lt;br /&gt;
&lt;br /&gt;
:[http://vfxpedia.com/index.php?title=User:Gringo/Eyeon_Fusion_Tips_%26_Tricks Short Fusion Tips &amp;amp; Tricks] - a collection of small tricks, some of which aren&#039;t documented anywhere&lt;br /&gt;
&lt;br /&gt;
:[https://wiki.parasol-island.com/Degraining_mit_Neat_Video Degraining with Neat Video] - this is a unique case where we use a tool in AE instead of Fusion to create a denoised plate.&lt;br /&gt;
&lt;br /&gt;
:[[After Effects Expressions]] - a collection of useful expressions for After Effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;General Articles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[http://www.eyeonline.com/Web/EyeonWeb/Community/case_studies/Gregory_Anonymous/gregory_anonymous.aspx About technologies used on Roland Emmerich&#039;s Anonymous]&lt;br /&gt;
&lt;br /&gt;
:[http://eyeonline.com/Web/EyeonWeb/Community/interviews/int_gregory_chalenko/gregory_chalenko_Interview.aspx Interview about VFX industry in Russia]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Video Tutorials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Editing and Grading==&lt;br /&gt;
&lt;br /&gt;
==Miscelaneous==&lt;br /&gt;
&lt;br /&gt;
:[[Monitor_Calibration_Guide]]&lt;br /&gt;
&lt;br /&gt;
:[[Stereoscopic3D]] - a collection of external links about 3D stereoscopy techniques and tools&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15011</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15011"/>
		<updated>2017-06-28T15:03:18Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* File Formate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supported DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.03 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.03 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==Workflow best case==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* everything is running as planned ^^ (Never gonna happend but here is how it should be)&lt;br /&gt;
* For editing most of the time we do use Premiere which does not support a ACES workflow at the moment, by the time it does... We will need to do a preconversion of all takes into ACES on set or before we go into editing.&lt;br /&gt;
&lt;br /&gt;
# After editing we take all needed source materials and convert them via Resolve into linear ACES EXR files.&lt;br /&gt;
# In the next step we render all takes in the edit and create shots in Shotgun for each required VFX shot (backplates need to be sorted into the right folder structure).&lt;br /&gt;
# The linear ACES files are then conformed in Flame and Resolve for the next steps (grading and conforming)&lt;br /&gt;
# In the VFX pipeline we use those linear files to do all VFX work. For viewing the output we use the sRGB or Rec709 conversion.&lt;br /&gt;
# 3D and comp renderings are rendered out only into linear ACES.exr files. Only the latestJPG saver will have a preview conversion into sRGB or Rec709.&lt;br /&gt;
# At the end of the project we render out a sRGB/Rec709 converted Master for sendout and the client. Besides that we render a linear ACES Master for our archive.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# To sum it up. We try to keep all files in linear space during the whole project and not bake in any sRGB or whatever converion to it.&lt;br /&gt;
&lt;br /&gt;
==File Formate and conversions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* ACES supports every file format we know, but to make our life a little bit easier we should limit our selves to use only a few formats.&lt;br /&gt;
* Not every format can or should handle every ACES colorspace.&lt;br /&gt;
# There are the usual 8 bit formats which are there to store sRGB image data&lt;br /&gt;
* for example:  jpg, png, tga, tif8, gif&lt;br /&gt;
* all these files need to be converted into linear files using the utility sRGB - texture conversion&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt; Nuke is best suited for a OCIO color management workflow. To setup Nuke in the right way you will need to do the following steps.&lt;br /&gt;
&amp;lt;br /&amp;gt; [[File:Nuke_Setup.jpg|600px]]&lt;br /&gt;
* Press the hotkey &amp;quot;s&amp;quot; to load up your project settings&lt;br /&gt;
* select the &amp;quot;color&amp;quot; tab and switch from nuke to OCIO in the color management field.&lt;br /&gt;
* select &amp;quot;custom&amp;quot; again and enter this config location into the folder: x:/Pipeline/_Globals/LUTs/OCIO/aces_1.0.3/config.&lt;br /&gt;
* now everything is ready for working with ACES in Nuke&lt;br /&gt;
&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Digital Fusion Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==After FX Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt; In After Effects you can load the plugin &amp;quot;OpenColorIO&amp;quot; and put it onto an adjustment layer ontop of your comp or footage.&lt;br /&gt;
&amp;lt;br /&amp;gt; Inside of the plugin window you will need to load our OCIO config file from here: X:\Pipeline\_Globals\LUTs\OCIO\aces_1.0.3&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:AFX_Setup.jpg|800px]]&lt;br /&gt;
# Here you can load the OCIO file&lt;br /&gt;
# Next you can choose the source color space from your material or comp. Alexa log or ACEScg for example.&lt;br /&gt;
# At last you can choose the output color space which is normally sRGB(ACES)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; The setup in AFX is a bit tricky and complex, but at least you can work with ACEScg linear images if you get them from our 3D guys.&lt;br /&gt;
&lt;br /&gt;
==Premiere Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt; Same as in AFX but at the moment the plugin is too slow to use it for editing :-(&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15010</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15010"/>
		<updated>2017-06-28T14:57:55Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Supported DCC tools and how they support ACES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supported DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.03 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.03 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==Workflow best case==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* everything is running as planned ^^ (Never gonna happend but here is how it should be)&lt;br /&gt;
* For editing most of the time we do use Premiere which does not support a ACES workflow at the moment, by the time it does... We will need to do a preconversion of all takes into ACES on set or before we go into editing.&lt;br /&gt;
&lt;br /&gt;
# After editing we take all needed source materials and convert them via Resolve into linear ACES EXR files.&lt;br /&gt;
# In the next step we render all takes in the edit and create shots in Shotgun for each required VFX shot (backplates need to be sorted into the right folder structure).&lt;br /&gt;
# The linear ACES files are then conformed in Flame and Resolve for the next steps (grading and conforming)&lt;br /&gt;
# In the VFX pipeline we use those linear files to do all VFX work. For viewing the output we use the sRGB or Rec709 conversion.&lt;br /&gt;
# 3D and comp renderings are rendered out only into linear ACES.exr files. Only the latestJPG saver will have a preview conversion into sRGB or Rec709.&lt;br /&gt;
# At the end of the project we render out a sRGB/Rec709 converted Master for sendout and the client. Besides that we render a linear ACES Master for our archive.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# To sum it up. We try to keep all files in linear space during the whole project and not bake in any sRGB or whatever converion to it.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt; Nuke is best suited for a OCIO color management workflow. To setup Nuke in the right way you will need to do the following steps.&lt;br /&gt;
&amp;lt;br /&amp;gt; [[File:Nuke_Setup.jpg|600px]]&lt;br /&gt;
* Press the hotkey &amp;quot;s&amp;quot; to load up your project settings&lt;br /&gt;
* select the &amp;quot;color&amp;quot; tab and switch from nuke to OCIO in the color management field.&lt;br /&gt;
* select &amp;quot;custom&amp;quot; again and enter this config location into the folder: x:/Pipeline/_Globals/LUTs/OCIO/aces_1.0.3/config.&lt;br /&gt;
* now everything is ready for working with ACES in Nuke&lt;br /&gt;
&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Digital Fusion Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==After FX Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt; In After Effects you can load the plugin &amp;quot;OpenColorIO&amp;quot; and put it onto an adjustment layer ontop of your comp or footage.&lt;br /&gt;
&amp;lt;br /&amp;gt; Inside of the plugin window you will need to load our OCIO config file from here: X:\Pipeline\_Globals\LUTs\OCIO\aces_1.0.3&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:AFX_Setup.jpg|800px]]&lt;br /&gt;
# Here you can load the OCIO file&lt;br /&gt;
# Next you can choose the source color space from your material or comp. Alexa log or ACEScg for example.&lt;br /&gt;
# At last you can choose the output color space which is normally sRGB(ACES)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; The setup in AFX is a bit tricky and complex, but at least you can work with ACEScg linear images if you get them from our 3D guys.&lt;br /&gt;
&lt;br /&gt;
==Premiere Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt; Same as in AFX but at the moment the plugin is too slow to use it for editing :-(&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15009</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15009"/>
		<updated>2017-06-28T14:27:49Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Nuke Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supported DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==Workflow best case==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* everything is running as planned ^^ (Never gonna happend but here is how it should be)&lt;br /&gt;
* For editing most of the time we do use Premiere which does not support a ACES workflow at the moment, by the time it does... We will need to do a preconversion of all takes into ACES on set or before we go into editing.&lt;br /&gt;
&lt;br /&gt;
# After editing we take all needed source materials and convert them via Resolve into linear ACES EXR files.&lt;br /&gt;
# In the next step we render all takes in the edit and create shots in Shotgun for each required VFX shot (backplates need to be sorted into the right folder structure).&lt;br /&gt;
# The linear ACES files are then conformed in Flame and Resolve for the next steps (grading and conforming)&lt;br /&gt;
# In the VFX pipeline we use those linear files to do all VFX work. For viewing the output we use the sRGB or Rec709 conversion.&lt;br /&gt;
# 3D and comp renderings are rendered out only into linear ACES.exr files. Only the latestJPG saver will have a preview conversion into sRGB or Rec709.&lt;br /&gt;
# At the end of the project we render out a sRGB/Rec709 converted Master for sendout and the client. Besides that we render a linear ACES Master for our archive.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# To sum it up. We try to keep all files in linear space during the whole project and not bake in any sRGB or whatever converion to it.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt; Nuke is best suited for a OCIO color management workflow. To setup Nuke in the right way you will need to do the following steps.&lt;br /&gt;
&amp;lt;br /&amp;gt; [[File:Nuke_Setup.jpg|600px]]&lt;br /&gt;
* Press the hotkey &amp;quot;s&amp;quot; to load up your project settings&lt;br /&gt;
* select the &amp;quot;color&amp;quot; tab and switch from nuke to OCIO in the color management field.&lt;br /&gt;
* select &amp;quot;custom&amp;quot; again and enter this config location into the folder: x:/Pipeline/_Globals/LUTs/OCIO/aces_1.0.3/config.&lt;br /&gt;
* now everything is ready for working with ACES in Nuke&lt;br /&gt;
&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Digital Fusion Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==After FX Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt; In After Effects you can load the plugin &amp;quot;OpenColorIO&amp;quot; and put it onto an adjustment layer ontop of your comp or footage.&lt;br /&gt;
&amp;lt;br /&amp;gt; Inside of the plugin window you will need to load our OCIO config file from here: X:\Pipeline\_Globals\LUTs\OCIO\aces_1.0.3&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:AFX_Setup.jpg|800px]]&lt;br /&gt;
# Here you can load the OCIO file&lt;br /&gt;
# Next you can choose the source color space from your material or comp. Alexa log or ACEScg for example.&lt;br /&gt;
# At last you can choose the output color space which is normally sRGB(ACES)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; The setup in AFX is a bit tricky and complex, but at least you can work with ACEScg linear images if you get them from our 3D guys.&lt;br /&gt;
&lt;br /&gt;
==Premiere Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt; Same as in AFX but at the moment the plugin is too slow to use it for editing :-(&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=File:Nuke_Setup.jpg&amp;diff=15023</id>
		<title>File:Nuke Setup.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=File:Nuke_Setup.jpg&amp;diff=15023"/>
		<updated>2017-06-28T14:24:28Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MsUpload&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15008</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15008"/>
		<updated>2017-06-28T13:44:54Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Workflow best case */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supported DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==Workflow best case==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* everything is running as planned ^^ (Never gonna happend but here is how it should be)&lt;br /&gt;
* For editing most of the time we do use Premiere which does not support a ACES workflow at the moment, by the time it does... We will need to do a preconversion of all takes into ACES on set or before we go into editing.&lt;br /&gt;
&lt;br /&gt;
# After editing we take all needed source materials and convert them via Resolve into linear ACES EXR files.&lt;br /&gt;
# In the next step we render all takes in the edit and create shots in Shotgun for each required VFX shot (backplates need to be sorted into the right folder structure).&lt;br /&gt;
# The linear ACES files are then conformed in Flame and Resolve for the next steps (grading and conforming)&lt;br /&gt;
# In the VFX pipeline we use those linear files to do all VFX work. For viewing the output we use the sRGB or Rec709 conversion.&lt;br /&gt;
# 3D and comp renderings are rendered out only into linear ACES.exr files. Only the latestJPG saver will have a preview conversion into sRGB or Rec709.&lt;br /&gt;
# At the end of the project we render out a sRGB/Rec709 converted Master for sendout and the client. Besides that we render a linear ACES Master for our archive.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
# To sum it up. We try to keep all files in linear space during the whole project and not bake in any sRGB or whatever converion to it.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Digital Fusion Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==After FX Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt; In After Effects you can load the plugin &amp;quot;OpenColorIO&amp;quot; and put it onto an adjustment layer ontop of your comp or footage.&lt;br /&gt;
&amp;lt;br /&amp;gt; Inside of the plugin window you will need to load our OCIO config file from here: X:\Pipeline\_Globals\LUTs\OCIO\aces_1.0.3&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:AFX_Setup.jpg|800px]]&lt;br /&gt;
# Here you can load the OCIO file&lt;br /&gt;
# Next you can choose the source color space from your material or comp. Alexa log or ACEScg for example.&lt;br /&gt;
# At last you can choose the output color space which is normally sRGB(ACES)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; The setup in AFX is a bit tricky and complex, but at least you can work with ACEScg linear images if you get them from our 3D guys.&lt;br /&gt;
&lt;br /&gt;
==Premiere Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt; Same as in AFX but at the moment the plugin is too slow to use it for editing :-(&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15007</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15007"/>
		<updated>2017-06-28T13:26:40Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Workflow best case */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supported DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==Workflow best case==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* everything is running as planned ^^ (Never gonna happend but here is how it should be)&lt;br /&gt;
* For editing most of the time we do use Premiere which does not support a ACES workflow at the moment, by the time it does... We will need to do a preconversion of all takes into ACES on set or before we go into editing.&lt;br /&gt;
&lt;br /&gt;
# After editing we take all needed source materials and convert them via Resolve into linear ACES EXR files.&lt;br /&gt;
# In the next step we render all takes in the edit and create shots in Shotgun for each required VFX shot (backplates need to be sorted into the right folder structure).&lt;br /&gt;
# The linear ACES files are then conformed in Flame and Resolve for the next steps (grading and conforming)&lt;br /&gt;
# In the VFX pipeline we use those linear files to do all VFX work. For viewing the output we use the sRGB or Rec709 conversion.&lt;br /&gt;
# 3D and comp renderings are rendered out only into linear ACES.exr files. Only the latestJPG saver will have a preview conversion into sRGB or Rec709.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Digital Fusion Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==After FX Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt; In After Effects you can load the plugin &amp;quot;OpenColorIO&amp;quot; and put it onto an adjustment layer ontop of your comp or footage.&lt;br /&gt;
&amp;lt;br /&amp;gt; Inside of the plugin window you will need to load our OCIO config file from here: X:\Pipeline\_Globals\LUTs\OCIO\aces_1.0.3&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:AFX_Setup.jpg|800px]]&lt;br /&gt;
# Here you can load the OCIO file&lt;br /&gt;
# Next you can choose the source color space from your material or comp. Alexa log or ACEScg for example.&lt;br /&gt;
# At last you can choose the output color space which is normally sRGB(ACES)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; The setup in AFX is a bit tricky and complex, but at least you can work with ACEScg linear images if you get them from our 3D guys.&lt;br /&gt;
&lt;br /&gt;
==Premiere Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt; Same as in AFX but at the moment the plugin is too slow to use it for editing :-(&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15006</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15006"/>
		<updated>2017-06-28T13:15:21Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supported DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==Workflow best case==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* everything is running as planned&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Digital Fusion Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==After FX Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt; In After Effects you can load the plugin &amp;quot;OpenColorIO&amp;quot; and put it onto an adjustment layer ontop of your comp or footage.&lt;br /&gt;
&amp;lt;br /&amp;gt; Inside of the plugin window you will need to load our OCIO config file from here: X:\Pipeline\_Globals\LUTs\OCIO\aces_1.0.3&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:AFX_Setup.jpg|800px]]&lt;br /&gt;
# Here you can load the OCIO file&lt;br /&gt;
# Next you can choose the source color space from your material or comp. Alexa log or ACEScg for example.&lt;br /&gt;
# At last you can choose the output color space which is normally sRGB(ACES)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; The setup in AFX is a bit tricky and complex, but at least you can work with ACEScg linear images if you get them from our 3D guys.&lt;br /&gt;
&lt;br /&gt;
==Premiere Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt; Same as in AFX but at the moment the plugin is too slow to use it for editing :-(&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15005</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15005"/>
		<updated>2017-06-28T13:13:35Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* After FX Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supported DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==Workflow best case==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* everything is running as planned&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Digital Fusion Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==After FX Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt; In After Effects you can load the plugin &amp;quot;OpenColorIO&amp;quot; and put it onto an adjustment layer ontop of your comp or footage.&lt;br /&gt;
&amp;lt;br /&amp;gt; Inside of the plugin window you will need to load our OCIO config file from here: X:\Pipeline\_Globals\LUTs\OCIO\aces_1.0.3&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:AFX_Setup.jpg|800px]]&lt;br /&gt;
# Here you can load the OCIO file&lt;br /&gt;
# Next you can choose the source color space from your material or comp. Alexa log or ACEScg for example.&lt;br /&gt;
# At last you can choose the output color space which is normally sRGB(ACES)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; The setup in AFX is a bit tricky and complex, but at least you can work with ACEScg linear images if you get them from our 3D guys.&lt;br /&gt;
&lt;br /&gt;
==Photoshop Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=File:AFX_Setup.jpg&amp;diff=15022</id>
		<title>File:AFX Setup.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=File:AFX_Setup.jpg&amp;diff=15022"/>
		<updated>2017-06-28T13:08:32Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MsUpload&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=File:Maya_setup.JPG&amp;diff=15021</id>
		<title>File:Maya setup.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=File:Maya_setup.JPG&amp;diff=15021"/>
		<updated>2017-06-27T12:22:10Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MsUpload&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15004</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15004"/>
		<updated>2017-06-27T12:15:37Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supported DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==Workflow best case==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* everything is running as planned&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Digital Fusion Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==After FX Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Photoshop Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15003</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15003"/>
		<updated>2017-06-27T12:09:09Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Suppoerted DCC tools and how they support ACES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supported DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15002</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15002"/>
		<updated>2017-06-27T12:08:09Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* ACES vs OCIO what? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all our DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Suppoerted DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15001</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15001"/>
		<updated>2017-06-27T12:07:32Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* File Formate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all aur DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Suppoerted DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=15000</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=15000"/>
		<updated>2017-06-27T12:00:13Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==ACES vs OCIO what?==&lt;br /&gt;
&amp;lt;br /&amp;gt; Wtf is ACES and why do I find so many information about OCIO?&lt;br /&gt;
&amp;lt;br /&amp;gt; ACES is the color space.&lt;br /&gt;
&amp;lt;br /&amp;gt; OCIO is a set of tools designed to manage everything ACES is able to do with colors.&lt;br /&gt;
&amp;lt;br /&amp;gt; If possible we are going to use one OCIO config for all aur DCC tools.&lt;br /&gt;
&amp;lt;br /&amp;gt; At the moment not every tool supports the use of a custom OCIO config!&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Suppoerted DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14999</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14999"/>
		<updated>2017-06-27T11:54:23Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Important info on using ACES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* You can find our OCIO configs here: X:\Pipeline\_Globals\LUTs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Suppoerted DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14998</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14998"/>
		<updated>2017-06-27T11:53:34Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Important info on using ACES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Suppoerted DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14997</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14997"/>
		<updated>2017-06-27T09:26:00Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Important info on using ACES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
* In a perfect world we would preconvert all plates into ACES before we start working on the in VFX.&lt;br /&gt;
* Instead of writing out a Proress 444 Master at the end of the project we should write out a ACES exr sequence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Suppoerted DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14996</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14996"/>
		<updated>2017-06-27T08:41:42Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
* In case we do only a part time ACES workflow it is possible to write out into log files with the same look as the camera raw material (Nuke setup)&lt;br /&gt;
* Working with ACES means paying extra attention to color and color workflow rules!&lt;br /&gt;
* If a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Suppoerted DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14995</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14995"/>
		<updated>2017-06-27T08:34:14Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
&lt;br /&gt;
==Important info on using ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
* First of all if a 3D rendered file is done using ACES it cannot be used with a sRGB comp workflow!&lt;br /&gt;
* Projects done in ACES can be easily saved into sRGB or Rec 709 color space.&lt;br /&gt;
* You will need to convert all used input files with the right mode into ACES, otherwise they will produce wrong colors.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Suppoerted DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14994</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14994"/>
		<updated>2017-06-27T08:29:17Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==Suppoerted DCC tools and how they support ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14993</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14993"/>
		<updated>2017-06-27T08:28:42Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==Getting started==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt; As you can see most of our tools support the new ACES workflow.&lt;br /&gt;
&amp;lt;br /&amp;gt; As there are severy things you need to take care of the setup process for each DCC will be explained a little lower on this page.&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14992</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14992"/>
		<updated>2017-06-27T08:14:38Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==Getting started==&lt;br /&gt;
&amp;lt;br /&amp;gt; Before we go into details here is a list of all our inhouse DCC´s we use to create our images and films.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14991</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14991"/>
		<updated>2017-06-27T07:53:09Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==Getting started==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || 1.0 || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || no || Yes || included&lt;br /&gt;
|-&lt;br /&gt;
| AFX || no || Plugin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Flame || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || 1.0 || no || included&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || tba || tba || tba&lt;br /&gt;
|-&lt;br /&gt;
| Photoshop || no || ICC profile || no&lt;br /&gt;
|-&lt;br /&gt;
| Premiere || tba || tba || tba&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14990</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14990"/>
		<updated>2017-06-27T07:48:11Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==Getting started==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| AFX || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Flame || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14989</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14989"/>
		<updated>2017-06-27T07:47:51Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==Getting started==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14988</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14988"/>
		<updated>2017-06-27T07:44:26Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==Getting started or how to use ACES==&lt;br /&gt;
&amp;lt;br /&amp;gt;There are several ways of using ACES in your DCC application.&lt;br /&gt;
First of all here is a list of DCC´s and how they support ACES.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Software !! ACES !! OCIO !! Plugin&lt;br /&gt;
|-&lt;br /&gt;
| Maya || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Nuke || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| AFX || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Flame || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Resolve || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Houdini || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Cinema || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example || Example || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14987</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14987"/>
		<updated>2017-06-27T07:36:50Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt; Do you want to know more?&lt;br /&gt;
&amp;lt;br /&amp;gt; https://en.wikipedia.org/wiki/Academy_Color_Encoding_System&lt;br /&gt;
&amp;lt;br /&amp;gt; http://opencolorio.org/&lt;br /&gt;
==Getting started==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14986</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14986"/>
		<updated>2017-06-27T07:17:03Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;The Academy Color Encoding System (ACES) is a color image encoding system created by hundreds of industry professionals under the auspices of the Academy of Motion Picture Arts and Sciences. ACES allows for a fully encompassing color accurate workflow, with &amp;quot;seamless interchange of high quality motion picture images regardless of source&amp;quot;&lt;br /&gt;
&amp;lt;br /&amp;gt; To make things short, it handles colors pretty well.&lt;br /&gt;
&amp;lt;br /&amp;gt; From the technical side ACES is a huge color space which can handle very other color space without loosing any information.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Getting started==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14985</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14985"/>
		<updated>2017-06-26T14:53:07Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;Enter text here&lt;br /&gt;
==Getting started==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14984</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14984"/>
		<updated>2017-06-26T14:52:20Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP! &lt;br /&gt;
In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br /&amp;gt;Enter text here&lt;br /&gt;
==Getting started==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Resolve Setup==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14983</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14983"/>
		<updated>2017-06-26T14:51:47Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: /* File Formate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP! &lt;br /&gt;
In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Enter text here&lt;br /&gt;
==Getting started==&lt;br /&gt;
==File Formate==&lt;br /&gt;
&amp;lt;br /&amp;gt;sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
&amp;lt;br /&amp;gt;Log: DPX&lt;br /&gt;
&amp;lt;br /&amp;gt;Linear: EXR&lt;br /&gt;
&lt;br /&gt;
==Maya setup==&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
==Resolve Setup==&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14982</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14982"/>
		<updated>2017-06-26T14:51:18Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP! &lt;br /&gt;
In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Enter text here&lt;br /&gt;
==Getting started==&lt;br /&gt;
==File Formate==&lt;br /&gt;
sRGB: jpg, pnd, tga, tif8, gif&lt;br /&gt;
Log: DPX&lt;br /&gt;
Linear: EXR&lt;br /&gt;
==Maya setup==&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
==Flame Setup==&lt;br /&gt;
==Resolve Setup==&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14981</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14981"/>
		<updated>2017-06-26T14:46:31Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP! &lt;br /&gt;
In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Enter text here&lt;br /&gt;
==Getting started==&lt;br /&gt;
==Maya setup==&lt;br /&gt;
==Nuke Setup==&lt;br /&gt;
==FLame Setup==&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=ACES&amp;diff=14980</id>
		<title>ACES</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=ACES&amp;diff=14980"/>
		<updated>2017-06-26T14:45:35Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: Created page with &amp;quot;Animation Department  ACHTUNG WIP Seite, also echt WIP!  In this document you will find all necessary information regarding the ACES color management workflows. &amp;lt;br /&amp;gt;Plea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animation Department]]&lt;br /&gt;
&lt;br /&gt;
ACHTUNG WIP Seite, also echt WIP! &lt;br /&gt;
In this document you will find all necessary information regarding the ACES color management workflows.&lt;br /&gt;
&amp;lt;br /&amp;gt;Please read all information at least twice and follow the instructions carefully.&lt;br /&gt;
&amp;lt;br /&amp;gt;If there are any questions concerning the documentation please contact Paul Dreisen for further information.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Enter text here&lt;br /&gt;
==Getting started==&lt;br /&gt;
Bla&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13775</id>
		<title>Beer x GPU Rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13775"/>
		<updated>2017-05-29T09:52:49Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Links ==&lt;br /&gt;
&lt;br /&gt;
Wichtige Informationen findet ihr hier:&lt;br /&gt;
&lt;br /&gt;
https://labs.chaosgroup.com/index.php/portfolio/guide-to-gpu-rendering/&lt;br /&gt;
&lt;br /&gt;
https://home.otoy.com/&lt;br /&gt;
&lt;br /&gt;
https://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
https://www.redshift3d.com/&lt;br /&gt;
&lt;br /&gt;
https://www.chaosgroup.com/&lt;br /&gt;
&lt;br /&gt;
[[:File:GPUguide_v1.pdf]]&lt;br /&gt;
&lt;br /&gt;
== Video zur Präsentation: ==&lt;br /&gt;
https://www.youtube.com/watch?v=2fJM7hKIbH0&amp;amp;feature=youtu.be&lt;br /&gt;
&lt;br /&gt;
Leider hat die Aufnahme abgebrochen.&lt;br /&gt;
&lt;br /&gt;
== Keynote Slides ==&lt;br /&gt;
&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (1).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (2).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (3).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (4).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (5).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (6).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (7).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (8).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (9).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (10).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (11).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (12).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (13).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (14).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (15).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (16).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (17).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (18).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (19).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (20).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (21).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (22).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (23).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (24).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (25).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (26).jpg|920px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interessiert an &amp;quot;GPU rendering&amp;quot; oder braucht ihr Hilfe? ==&lt;br /&gt;
&lt;br /&gt;
Fragt Euere Kollegen:&lt;br /&gt;
&lt;br /&gt;
Fabian Grodde&lt;br /&gt;
&lt;br /&gt;
Philip Hansen&lt;br /&gt;
&lt;br /&gt;
Kim Collisy&lt;br /&gt;
&lt;br /&gt;
Dino Figuera&lt;br /&gt;
&lt;br /&gt;
Stephan Krause&lt;br /&gt;
&lt;br /&gt;
Marlene Klöckers&lt;br /&gt;
&lt;br /&gt;
Sebastian Druschel&lt;br /&gt;
&lt;br /&gt;
Philippe Stalla&lt;br /&gt;
&lt;br /&gt;
Paul Dreisen&lt;br /&gt;
&lt;br /&gt;
Bardia Afchar&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13774</id>
		<title>Beer x GPU Rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13774"/>
		<updated>2017-04-20T12:29:45Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Links ==&lt;br /&gt;
&lt;br /&gt;
Wichtige Informationen findet ihr hier:&lt;br /&gt;
&lt;br /&gt;
https://labs.chaosgroup.com/index.php/portfolio/guide-to-gpu-rendering/&lt;br /&gt;
&lt;br /&gt;
https://home.otoy.com/&lt;br /&gt;
&lt;br /&gt;
https://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
https://www.redshift3d.com/&lt;br /&gt;
&lt;br /&gt;
https://www.chaosgroup.com/&lt;br /&gt;
&lt;br /&gt;
[[:File:GPUguide_v1.pdf]]&lt;br /&gt;
&lt;br /&gt;
== Video zur Präsentation: ==&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/5n5pTOo4VAI&lt;br /&gt;
&lt;br /&gt;
Leider hat die Aufnahme abgebrochen.&lt;br /&gt;
&lt;br /&gt;
== Keynote Slides ==&lt;br /&gt;
&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (1).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (2).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (3).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (4).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (5).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (6).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (7).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (8).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (9).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (10).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (11).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (12).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (13).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (14).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (15).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (16).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (17).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (18).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (19).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (20).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (21).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (22).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (23).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (24).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (25).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (26).jpg|920px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interessiert an &amp;quot;GPU rendering&amp;quot; oder braucht ihr Hilfe? ==&lt;br /&gt;
&lt;br /&gt;
Fragt Euere Kollegen:&lt;br /&gt;
&lt;br /&gt;
Fabian Grodde&lt;br /&gt;
&lt;br /&gt;
Philip Hansen&lt;br /&gt;
&lt;br /&gt;
Kim Collisy&lt;br /&gt;
&lt;br /&gt;
Dino Figuera&lt;br /&gt;
&lt;br /&gt;
Stephan Krause&lt;br /&gt;
&lt;br /&gt;
Marlene Klöckers&lt;br /&gt;
&lt;br /&gt;
Sebastian Druschel&lt;br /&gt;
&lt;br /&gt;
Philippe Stalla&lt;br /&gt;
&lt;br /&gt;
Paul Dreisen&lt;br /&gt;
&lt;br /&gt;
Bardia Afchar&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13773</id>
		<title>Beer x GPU Rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13773"/>
		<updated>2017-04-11T18:24:38Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Links ==&lt;br /&gt;
&lt;br /&gt;
Wichtige Informationen findet ihr hier:&lt;br /&gt;
&lt;br /&gt;
https://labs.chaosgroup.com/index.php/portfolio/guide-to-gpu-rendering/&lt;br /&gt;
&lt;br /&gt;
https://home.otoy.com/&lt;br /&gt;
&lt;br /&gt;
https://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
https://www.redshift3d.com/&lt;br /&gt;
&lt;br /&gt;
https://www.chaosgroup.com/&lt;br /&gt;
&lt;br /&gt;
[[:File:GPUguide_v1.pdf]]&lt;br /&gt;
&lt;br /&gt;
== Video zur Präsentation: ==&lt;br /&gt;
&lt;br /&gt;
Video muss noch konvertiert werden.&lt;br /&gt;
&lt;br /&gt;
== Keynote Slides ==&lt;br /&gt;
&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (1).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (2).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (3).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (4).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (5).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (6).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (7).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (8).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (9).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (10).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (11).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (12).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (13).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (14).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (15).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (16).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (17).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (18).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (19).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (20).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (21).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (22).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (23).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (24).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (25).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (26).jpg|920px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interessiert an &amp;quot;GPU rendering&amp;quot; oder braucht ihr Hilfe? ==&lt;br /&gt;
&lt;br /&gt;
Fragt Euere Kollegen:&lt;br /&gt;
&lt;br /&gt;
Fabian Grodde&lt;br /&gt;
&lt;br /&gt;
Philip Hansen&lt;br /&gt;
&lt;br /&gt;
Kim Collisy&lt;br /&gt;
&lt;br /&gt;
Dino Figuera&lt;br /&gt;
&lt;br /&gt;
Stephan Krause&lt;br /&gt;
&lt;br /&gt;
Marlene Klöckers&lt;br /&gt;
&lt;br /&gt;
Sebastian Druschel&lt;br /&gt;
&lt;br /&gt;
Philippe Stalla&lt;br /&gt;
&lt;br /&gt;
Paul Dreisen&lt;br /&gt;
&lt;br /&gt;
Bardia Afchar&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13772</id>
		<title>Beer x GPU Rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13772"/>
		<updated>2017-04-11T18:13:30Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Links ==&lt;br /&gt;
&lt;br /&gt;
Wichtige Informationen findet ihr hier:&lt;br /&gt;
&lt;br /&gt;
https://labs.chaosgroup.com/index.php/portfolio/guide-to-gpu-rendering/&lt;br /&gt;
&lt;br /&gt;
https://home.otoy.com/&lt;br /&gt;
https://www.blender.org/&lt;br /&gt;
https://www.redshift3d.com/&lt;br /&gt;
https://www.chaosgroup.com/&lt;br /&gt;
[[:File:GPUguide_v1.pdf]]&lt;br /&gt;
== Video zur Präsentation: ==&lt;br /&gt;
&lt;br /&gt;
Video muss noch konvertiert werden.&lt;br /&gt;
&lt;br /&gt;
== Keynote Slides ==&lt;br /&gt;
&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (1).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (2).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (3).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (4).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (5).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (6).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (7).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (8).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (9).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (10).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (11).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (12).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (13).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (14).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (15).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (16).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (17).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (18).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (19).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (20).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (21).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (22).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (23).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (24).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (25).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (26).jpg|920px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interessiert an &amp;quot;GPU rendering&amp;quot; oder braucht ihr Hilfe? ==&lt;br /&gt;
Fragt Euere Kollegen:&lt;br /&gt;
Fabian Grodde&lt;br /&gt;
Philip Hansen&lt;br /&gt;
Kim Collisy&lt;br /&gt;
Dino Figuera&lt;br /&gt;
Stephan Krause&lt;br /&gt;
Marlene Klöckers&lt;br /&gt;
Sebastian Druschel&lt;br /&gt;
Philippe Stalla&lt;br /&gt;
Paul Dreisen&lt;br /&gt;
Bardia Afchar&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13771</id>
		<title>Beer x GPU Rendering</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=Beer_x_GPU_Rendering&amp;diff=13771"/>
		<updated>2017-04-11T10:56:02Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: Created page with &amp;quot;== Important Links ==  Wichtige Informationen findet ihr hier:  https://labs.chaosgroup.com/index.php/portfolio/guide-to-gpu-rendering/  https://home.otoy.com/ https://www.ble...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Links ==&lt;br /&gt;
&lt;br /&gt;
Wichtige Informationen findet ihr hier:&lt;br /&gt;
&lt;br /&gt;
https://labs.chaosgroup.com/index.php/portfolio/guide-to-gpu-rendering/&lt;br /&gt;
&lt;br /&gt;
https://home.otoy.com/&lt;br /&gt;
https://www.blender.org/&lt;br /&gt;
https://www.redshift3d.com/&lt;br /&gt;
https://www.chaosgroup.com/&lt;br /&gt;
[[:File:GPUguide_v1.pdf]]&lt;br /&gt;
== Video zur Präsentation: ==&lt;br /&gt;
&lt;br /&gt;
Video muss noch konvertiert werden.&lt;br /&gt;
&lt;br /&gt;
== Keynote Slides ==&lt;br /&gt;
&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (1).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (2).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (3).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (4).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (5).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (6).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (7).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (8).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (9).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (10).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (11).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (12).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (13).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (14).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (15).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (16).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (17).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (18).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (19).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (20).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (21).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (22).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (23).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (24).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (25).jpg|920px]]&lt;br /&gt;
[[File:GPU_rendering_v001_pD.pptx (26).jpg|920px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interessiert an &amp;quot;GPU rendering&amp;quot; oder braucht ihr Hilfe? ==&lt;br /&gt;
Fragt Euere Kollegen:&lt;br /&gt;
Kay Poprawe&lt;br /&gt;
Paul Dreisen&lt;br /&gt;
Bardia Afchar&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
	<entry>
		<id>https://wiki.psl.dev/index.php?title=File:GPUguide_v1.pdf&amp;diff=13770</id>
		<title>File:GPUguide v1.pdf</title>
		<link rel="alternate" type="text/html" href="https://wiki.psl.dev/index.php?title=File:GPUguide_v1.pdf&amp;diff=13770"/>
		<updated>2017-04-11T10:52:25Z</updated>

		<summary type="html">&lt;p&gt;Paul Dreisen: MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MsUpload&lt;/div&gt;</summary>
		<author><name>Paul Dreisen</name></author>
	</entry>
</feed>