TheBrim® Linny VFX
With Linny VFX you can now easily match linear textured CGI models, plates and other compositing assets with footage shot on Linny LUT supported cinema cameras, and because Linny LUT is such an accurate representation of film you can use it to match linear assets and material shot on 16mm, 35mm and 65mm motion picture film. For these tasks the kit also comes with the regular non print version of Linny LUT as a pseudo log base, making Linear-to-Log conversions easier and more accurate then ever. Going beyond VFX and motion picture production applications, the Linny VFX kit is suitable for use in photography, game development and anywhere where linear material needs a cinematic touch or a subtractive color science logarithmic starting point for a custom color grade.
The kit includes the following LUTs in 16x16x16, 32x32x32 and 64x64x64 sizes of .CUBE and Unwrapped Cube .TIFF files:
Classic Mode Linny VFX LUTs:
- TheBrim® Linny VFX
- TheBrim® Linny VFX + Print B0
- TheBrim® Linny VFX + Print B1
- TheBrim® Linny VFX + Print B2
- TheBrim® Linny VFX + Print B3
- TheBrim® Linny VFX + Print B4
Along with the Classic Mode additional Linny VFX modes are also included:
- Linny VFX SST - Smooth Saturation Transient Mode
For use with problematic saturation and hue transients.
- Linny VFX HRM - Highlight Retention Mode
Retains highlight areas by lowering the white point.
- Linny VFX HRM+SST - Highlight Retention Mode with Smooth Saturation Transients
Combined variant of the above mentioned modes.
Apply exposure changes before / underneath the LUT. We advise affecting only the luminance with these exposure changes, without changing the saturation levels or chrominance levels. In case of Out-of-Gamut / Edge-of-Gamut colors correct either the color saturation level or luminance level of that specific color before / underneath the LUT.
If you are using Linny VFX for processing photographic work we suggest shooting RAW and processing the images with the supplied ACR presets for the highest possible performance.
Current Iteration: Block 3