Lustre 2016 is Dolby Vision Enabled and exposes additional UI elements when a suitable Dolby Content Mapping Unit connected to your Lustre system is detected. You should contact Dolby directly for information on how to obtain a Content Mapping Unit for use with Lustre.
Lustre allows you to perform Trim Passes on top of your High Dynamic Range reference in order to adapt the HDR graded version to lower dynamic range display devices and help preserve colour intent for a variety of deliverables. In Lustre this process is labeled High Dynamic Range (HDR) mastering.
This topic covers system and setup requirements for HDR mastering, as well as take you through the HDR mastering workflow.
You need a correctly configured workstation running Flame Premium 2016 or Lustre 2016 and the following:
You also need a suitable Content Mapping Unit hardware device from Dolby in order to activate the user interface used to produce HDR grades from Lustre. Please contact Dolby directly for information on how to obtain the required hardware.
First, connect the Content Mapping Unit hardware to your Lustre workstation. Refer to the Dolby documentation for specific instructions regarding the configuration of the Content Mapping Unit in particular networking configuration.
Second, connect the AJA video outputs to the Content Mapping Unit video inputs and make sure the Lustre system and the Content Mapping Unit can 'ping' each other over the network.
Last, configure the video output to use an RGB 4:4:4 12 bits raster in order to access the additional user interface and perform HDR mastering work. See Selecting a Raster for Playout. You can also save the selected raster as a project preference.
When a 12 bits video raster is enabled and a Content Mapping Unit is detected by Lustre, new buttons appear in the Lustre interface.
HDR mastering is the process by which a High Dynamic Range graded reference is optimized, or trimmed, to make the best use of the capacities of a lower dynamic range display. In Lustre, HDR mastering is performed in real-time using the available HDR controls. The generated metadata is streamed instantly to the connected Content Mapping Unit and the results can be viewed immediately on the target display. The result of the HDR mastering can then be saved for later use.
Steps required for HDR mastering:
This colour grade should be empty and is only used to link the HDR grade to Lustre's metadata files.
The Dolby Vision metadata is saved in a separate file that is distinct from the grade file. It is saved alongside the colour grade file in the Lustre project Library folder. Follow these steps to create an initial setup file for your work.
You are ready to start the Trim Pass work.
Once the HDR setup file is created you are ready to start HDR mastering work. In this section, learn how to:
The HDR master must first be analyzed to produce base level metadata. The base level metadata is shot based and every shot in the timeline can have a different set of base level metadata.
It may be necessary to further adjust the look for certain shots. Once the analysis has been performed for a shot, the Trim controls become available to help refine the shot's look
From time to time it is necessary to save your work. You can choose to create a new version of your work by entering a new name in the HDR setup field and by clicking New. You can also overwrite the current setup by clicking on the Save button. The current HDR setup is also saved when you save the current colour grade.
You can load a previously created HDR setup to review previous work or to continue work on a project.
To load an existing HDR setup
The selected HDR setup is loaded along with the associated colour grade.