Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - dpjpandone

#76
Feature Requests / Re: Feature Comparison Matrix
December 31, 2022, 06:39:58 AM
link just points to nightly builds
#77
I realize this is an old post, but it's new to me.  I did a thing years ago where i embedded arduinos with rf69fm radios in battery grips and simultaneosuly controlled start stop of several canon cameras and my tascam dr-05 for live multicam productions (concerts and the like) I didn't use ir, I used a digital output pin to pull the shutter port low in conjuction with half-shutter start-stop feature of ML. A battery grip is the perfect enclosure because it has direct access to the shutter release. I really like your idea, and I think you could expand on this further if you combined it with the pre-roll/pre-record module so that the image of the slate closing is captured as well. Cool project, this actually makes me want to revisit my old one. The shutter port method via radio and microcontroller is more robust because there is no line of site requirement. If you'd like schems or discussion feel free to reach out!
#78
Quote from: Nikoheart on December 27, 2022, 04:33:10 PM


Is it possible with Magic Lantern, maybe with a LUA script or something, that I could get my Canon 5D MK III (old camera I hardly use anymore, but now could use for this meme) to essentially turn my camera into a game controller?




this would be a cool proof of concept project and if the use case was for controlling some type of tethered shooting software it has potential to be useful, but using an expensive camera for a video game controller seems like unneccesary wear and tear on mechanical components with a finite service life

you say "meme" are you doing this as a joke? If this is for a skit just fake it in post, film closeup of fingers on buttons and cut to reaction on screen, but if you are serious about conveting the 5d3 you hardly use to a video game controller, just sell it to me for the price of the top of the line video game controller!
#79
Quote from: Danne on December 30, 2022, 01:45:45 PM
So iso 100 on 5diii and without exposing to the right the shadows will crack sooner than iso 800.

you can't just drop a bomb like that and walk off-stage.

Come again?

are you comparing traditionally proper exposure at iso 100 to an ETTR at 800? or are we talking apples to apples?
#80
I played around with the picture style editor tonight, and I can't seem to find a good way to simply lower exposure by 1 stop across the board. My purpose for doing so is to create a picture style that will allow me to preview final exposure in realtime on the camera LCD and downstream when i plan to pull exposure by one stop in post. If anyone has any tips thanks in advance
#81
Hey guys,

Anyone have a solution for live preview that would simulate exposure after post-processing while exposing to the right? For example, I'm exposing to the right for the cleanest shadows, the preview on the monitor or the LCD looks overexposed, load a custom picture style that pulls down exposure so the preview more closely approximates what the final image will look like after post processing? I have downstream hardware (monitors and sdi conveters) that allow me to load custom LUT's, does anyone use this technique for monitoring? It's hard for me to explain to the director or the client why I'm ettr, they generally don't understand and just want to see a rec709 image that is properly exposed. Can anyone reccomend some LUT's or picture styles that would help in this case?

The other thing is since all the footage appears 1.2 stops underexposed when CDNG is imported to resolve I think even when not ETTR it would be useful to make a picture style that pulls at least one stop for the preview.
#82
Hey Danne,
can you clarify something for me? In the "data format" submenu help text, are the recommended iso settings to aid with a more efficient compression rate? Or is there a quality improvement to be had by following the suggested iso ranges? Obviously a lower iso results in a cleaner image, no question about that but where it says "14-bit recommended iso less than 100" or "12-bit lossless recommended iso 100-1600" are there any side effects other than an increased bitrate and noise when shooting high iso?
#83
Modules Development / Re: ML Tetris (mltetris.mo)
December 28, 2022, 06:26:25 AM
Quote from: petabyte on December 28, 2022, 04:55:13 AM
Good idea! I'll implement this when I have the time.


this might be helpful (from Pong lua script)

game_speed = 3
    counter = 0

    ball_dx = game_speed
    ball_dy = math.random(-game_speed, game_speed)

    AI_maxspeed = game_speed

    while menu.visible do
        --gradually increase speed
        counter = counter + 1
        if counter == 1000 then
            counter = 0
            game_speed = game_speed + 1
            AI_maxspeed = game_speed
        end


so in the case of tetris a higher (speed) number slows the game down since MSLEEP uses this variable, so maybe start with a speed of 300 and decrement by 5 each time a line is cleared?
#84
Modules Development / Re: ML Tetris (mltetris.mo)
December 28, 2022, 06:05:28 AM
I found myself failing to align the blocks perfectly on the tiny screen and one down press makes it permanent. This small change makes it more playable (IMO):

case MODULE_KEY_PRESS_DOWN:
    testfield.currBlockY++;
if (fieldIsPossible(&testfield))
        {
            fieldDup(&field, &testfield);
        }


        //mustFixBlock = 1; //This stobs the block on the current row (not needed if we don't want block to drop instantly
        break;
    }
#85
Modules Development / Re: ML Tetris (mltetris.mo)
December 28, 2022, 04:28:38 AM
OK!

I picked up a 5D3 last week and the game works on this camera. I would like to suggest some small improvements:

-I think the speed should start off slower and increase over time
-pressing a direction and holding it should be read as multiple button presses in that direction. This would improve playability and reduce wear and tear on the hardware
- The game should be the highest level priority for drawing graphics, as it stands the audio meters conflict with the top of the screen.

I will do some homework on my end to try to implement some of these proposals and see if you like them.. In the meantime if any of these ideas appeal to you and you have suggestions I would love to discuss further!

Thanks for such a neat module!
#86
you might want to check the option in the ml menu under card settings and make sure that the preferred card is set to CF, also check the option in canon menu and set rec/play to CF
#87
General Development / Re: .hg not found
December 25, 2022, 09:54:59 PM
Quote from: names_are_hard on December 25, 2022, 03:51:29 PM
Great, that makes more sense I think (the clone doesn't copy the .hg dir, it creates it).

Not sure what you mean by make needing .hg in some particular place.  Running make in the normal places inside the repo should work and .hg should always be in the repo root, you never need to move it or even think about it.

For clarity I use bash (linux via windows command prompt) On windows when you right click inside of a folder and launch the command prompt it saves the trouble of navigating to that directory within the prompt so instead of typing cd/ (change directory) you just right-click launch cmd and you are already working in that folder.

The confusion came because the clone command does not copy files to the directory you are working in, it creates a subfolder within the directory, for example I write "clone <repo>" and it puts the entire repository in a subfolder named "magic-lantern" so I simply needed to change to the newly created directory (example:) C:/development/magic-lantern then run make and all was well. I didn't see this folder before because I already had files in my root development folder that were identical to the repo minus .hg  does this make sense?
#88
General Development / Re: .hg not found
December 25, 2022, 03:14:59 PM
You guys wanna know how stupid I am?

hg clone copies the entire repository to a folder labeled "magic-lantern"

INCLUDING .hg

but if the .hg folder is not in the root of the local folder it isn't seen by "make"

thanks for the help guys, I'm good to go!
#89
General Development / Re: .hg not found
December 25, 2022, 03:41:05 AM
Quote from: names_are_hard on December 24, 2022, 08:06:29 PM
You should make your local files a proper hg repo.

you are certainly right that I started with a zip.
after reading your reply I tried:

dpjpandone@MSI:/mnt/d/DEVELOPMENT/MLdev5D3$ hg clone https://foss.heptapod.net/magic-lantern/magic-lantern
destination directory: magic-lantern
requesting all changes
adding changesets
adding manifests
adding file changes
added 18073 changesets with 40336 changes to 4104 files (+63 heads)
new changesets 4d0acc5c0792:f0b7bb6ad9e5 (23 drafts)
updating to branch default
147 files updated, 0 files merged, 0 files removed, 0 files unresolved


however this doesnt pull an .hg folder

unfortunately these are the only 2 methods I know to clone a repo. I trolled all the "getting started with development" guides but they seem to be based on the old mercurial repos. I tried searching the forums but it's hard to find good information buried under thousands of "Which memory card should I use" posts... I appreciate any additional tips you could share for making a proper hg repo.
#90
General Development / .hg not found
December 24, 2022, 07:32:23 PM
please forgive my ignorance, I have never encountered this error until I tried to build from the repository hosted on heptapod

dpjpandone@MSI:/mnt/d/DEVELOPMENT/MLdev5D3/platform/5D3.123$ make
Using /usr/bin/arm-none-eabi-gcc (from PATH).
[ VERSION  ]   ../../platform/5D3.123/version.bin
abort: there is no Mercurial repository here (.hg not found)
abort: no repository found in '/mnt/d/DEVELOPMENT/MLdev5D3/platform/5D3.123' (.hg not found)!
make: *** [../../src/Makefile.src:360: ../../platform/5D3.123/version.bin] Error 255


I have tried the following:

- copying my makefile.user from the folder that I can already build from (danne's eosm experiments)
  - (error persists)

I then copied the entire hg folder from dannes repository and it works, I mean i can build  from the source downloaded from heptapod, is this safe to do? why is there no .hg folder on heptapod? Is there a way to disable it since I'm just working locally?

I'm sure it's something small I'm missing. Thanks in advance.
#91
Quote from: names_are_hard on December 24, 2022, 02:27:20 PM
It's a cool cam, congrats!

The official repo is here: https://foss.heptapod.net/magic-lantern/magic-lantern
thanks man! Could you also please point me to discussion about lossless compression? I searched and read several pages that were mostly just users reporting if it worked or not. I am interested in the science and theory behind it and the menu descriptions that reccomend certain iso ranges for different compression settings have raised a lot of questions that might be cleared up if I could find the right thread


Edit: I think I found something. I'd there a better thread than this: https://www.magiclantern.fm/forum/index.php?topic=18443.msg182074#msg182074
#92
Hey guys! I got a 5D3!!!!! WOOOH!!!

I have done some development on 7D and EOSM over the years. I would like to download the repository that contains the source code for the 5d3 version that the 2018 nightly build is compiled from. Can anyone point me toward the correct repository?
#93
You can't make it faster. The 5kfrtp implementation has to set lots of different registers in a specific sequence to give you a clean preview. When you zoom in all of this is undone, and when you zoom out it all has to happen again in the same sequence. This cannot go faster or the camera will lock up
#94
Can someone briefly explain the difference between vertical stripes and fixed pattern noise? I used to experience vertical stripes with the 7d and 5d, I don't seem to get them with the EOSM. It seems that either algorithm can be used to treat the vertical stripes, which one is superior? If you have firsthand experience with EOSM can you please share your raw processing settings? I would like to do the bare minimum raw processing in MLV app and treat the files for noise in Resolve.
#95
Modules Development / Re: ML Tetris (mltetris.mo)
December 02, 2022, 07:57:21 PM
compiled source from: https://github.com/petabyt/mltetris
#96
that got me a little further, now I'm haviung an issue with gtk?

dpjpandone@DESKTOP-E5GJN3G:/mnt/c/QEMU/qemu-eos-build$ ../qemu-eos/configure --target-list=arm-softmmu --enable-plugins --disable-docs --enable-vnc --enable-gtk

ERROR: User requested feature gtk
       configure was not able to find it.
       Install gtk3-devel


i tried "sudo apt-get install gtk3-devel"

but it cant find it
#97
Quote from: names_are_hard on November 18, 2022, 04:14:43 PM
It's well worth learning how to use Qemu, especially for risky changes (e.g. memory subsystem, boot code, properties).  It can't do everything phys cam can, but at least you can gain some confidence in advance.

I don't know how to do setup on Windows.  I also don't use qemu 2 anymore, but my qemu 4 port.  It will probably build easily in WSL, use Debian if you want to be closest to what I use (I use Debian Bullseye, but I'd expect Debian Testing to work).  I believe getting qemu GUI working is a little annoying with WSL, you need some extra thing to get X Windows support, something like that.  You can give that a go if you want: https://github.com/reticulatedpines/qemu-eos/tree/qemu-eos-v4.2.1/magiclantern

Be aware that all the existing guides will be weird and mildly confusing, since I'm rewriting the tooling around qemu, too, as I improve qemu 4 support.  So you might not want to choose this option.  It is maintained though and I will respond to bug reports etc.

dpjpandone@MSI:/mnt/d/DEVELOPMENT/QEMU$ git clone https://github.com/reticulatedpines/magiclantern_simplified
Cloning into 'magiclantern_simplified'...
remote: Enumerating objects: 95443, done.
remote: Counting objects: 100% (6429/6429), done.
remote: Compressing objects: 100% (1565/1565), done.
remote: Total 95443 (delta 4922), reused 6236 (delta 4846), pack-reused 89014
Receiving objects: 100% (95443/95443), 247.70 MiB | 3.01 MiB/s, done.
Resolving deltas: 100% (71237/71237), done.
Updating files: 100% (2326/2326), done.
dpjpandone@MSI:/mnt/d/DEVELOPMENT/QEMU$ git clone https://github.com/reticulatedpines/qemu-eos
Cloning into 'qemu-eos'...
remote: Enumerating objects: 581415, done.
remote: Counting objects: 100% (373/373), done.
remote: Compressing objects: 100% (169/169), done.
remote: Total 581415 (delta 189), reused 324 (delta 170), pack-reused 581042
Receiving objects: 100% (581415/581415), 337.27 MiB | 2.84 MiB/s, done.
Resolving deltas: 100% (473044/473044), done.
Updating files: 100% (8706/8706), done.
dpjpandone@MSI:/mnt/d/DEVELOPMENT/QEMU$ cd qemu-eos; git switch qemu-eos-v4.2.1; cd ..
Updating files: 100% (7680/7680), done.
Branch 'qemu-eos-v4.2.1' set up to track remote branch 'qemu-eos-v4.2.1' from 'origin'.
Switched to a new branch 'qemu-eos-v4.2.1'
dpjpandone@MSI:/mnt/d/DEVELOPMENT/QEMU$ mkdir qemu-eos-build
dpjpandone@MSI:/mnt/d/DEVELOPMENT/QEMU$ cd qemu-eos-build
dpjpandone@MSI:/mnt/d/DEVELOPMENT/QEMU/qemu-eos-build$ ../qemu-eos/configure --target-list=arm-softmmu --enable-plugins --disable-docs --enable-vnc --enable-gtk

ERROR: pkg-config binary 'pkg-config' not found


thats as far as I got...
#98
General Chat / Re: Rec. Level and RAW Video with mlv_snd
November 28, 2022, 02:55:21 AM
Quote from: Danne on November 26, 2022, 10:47:13 AM
Is it capturing manual levels overriding auto settings?

(I never use AGC)
#99
General Chat / Re: Rec. Level and RAW Video with mlv_snd
November 28, 2022, 02:53:56 AM
OK, I just did a (somewhat) controlled test by playing a 295.8 HZ test tone from my computer speakers at a consistent volume and set the gain in canon audio menu to 25% The recorded MLV and .H264 clips were within 1db of each other. This is perfectly acceptable. Perhaps that night at the concert I lost my gain settings after a battery pull or something stupid. I have a healthy suspicion that the difference becomes more pronounced at lower gain settings, or.... the .h264 encoder features an audio limiter that was active at concert volumes, but transparent in my test. It's too late for me to scream at my camera tonight, but I will test again tomorrow with varying signal strength and see if I can get to the bottom of this.
#100
General Chat / Re: Rec. Level and RAW Video with mlv_snd
November 25, 2022, 10:44:06 PM
I experienced the same thing. I shot some .h264 and some MLV at the same concert with the same audio settings, but all the audio from the MLV's was clipped and distorted. I have my development machine up and running now, I'd like to discuss this with you further, maybe we can dig into MLV_SND and figure out why it is ignoring the Audio levels in the canon menu