Path: ...!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!eternal-september.org!.POSTED!not-for-mail From: Lawrence D'Oliveiro Newsgroups: comp.os.linux.advocacy Subject: Re: Why GIMP Is Better Than Photoshop Date: Mon, 6 Jan 2025 20:18:57 -0000 (UTC) Organization: A noiseless patient Spider Lines: 39 Message-ID: References: MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Injection-Date: Mon, 06 Jan 2025 21:18:57 +0100 (CET) Injection-Info: dont-email.me; posting-host="ab784ba7ba6b36eb7fc7c3f5d05b5c3d"; logging-data="1884638"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+1P9r4ZwXSQsk6Q1rcJD9+" User-Agent: Pan/0.161 (Chasiv Yar; ) Cancel-Lock: sha1:o2tinMakJ33ExRMi3LJmiT2G+Pw= Bytes: 2743 On Mon, 6 Jan 2025 15:12:21 -0500, -hh wrote: > On 1/5/25 8:24 PM, Lawrence D'Oliveiro wrote: > >> On Sun, 5 Jan 2025 15:51:51 -0500, -hh wrote: >> >>> ... needs to explain how & why it is significant for there to be >>> floating point at all, since the input sensor is integer based ... >> >> OpenEXR files are commonly used in CG these days, and they have >> floating- point numbers for each pixel component. They also allow for >> more than 3-4 pixel components. The values still have their usual >> meaning, with 0 being full black and 1.0 being full white, but the >> values are allowed to go outside this range to avoid clipping of >> dynamic range. > > Dynamic range is why to support more bits, but that's oblique to adding > more intermediate values by using floating point instead of integer. That, too, seems to be important to them. You’d think single-precision floats would be enough, but no, they want the option for double-precision as well. >> GIMP’s GEGL pixel engine deals natively with such things. Photoshop >> needs to use import/export filters which inevitably lose quality. > > But isn't integral vs modular just a software architectural design > choice? The limiting factor is what the native pixel engine can handle. And Photoshop’s one is pretty limited compared to GEGL. >> This is probably why Adobe products are not used much in VFX work. > > Adobe's product here is probably After Effects, and it supports formats > such as ProRes, where the originals are integer 10 or 12 bits/channel. But it’s not a node-based compositor, is it? Even Blender can do better than that.