Why Apple Pro Technologies?
Mobile Lab's main workstation contains the maximum configuration of processors, ram, SSD's and graphics boards in Apple's new, hyperfast Mac Pro, also fitted with the added Afterburner - a card defined as a "Game-Changing Accelerator". This monster machine can process contemporarily 6 streams of ProRes 8K RAW or 23 streams of ProRes 4K RAW.
The ability to grade native 8K is even more critical than editing it.
Mobile Digital Lab also sports two of Apple's brilliant new 1000 nits. 32" displays - the 6k XDR's, which can also display HDR. In the words of Jarred Land, president Red Digital Cinema "Apple’s new hardware brings a mind‐blowing level of performance to proxy‐free r3d workflows".
Grant Petty, CEO of Blackmagic Design adds;
"With the new Mac Pro and Afterburner, we see full‐quality 8K performance in real-time with colour correction and effects, something we could never dream of doing before. DaVinci Resolve running on the new Mac Pro is easily the fastest way to edit, grade, and finish movies and TV shows.”
"In my modest opinion, I can say that I bought my first Mac more than 40 years ago, and I've always preferred them to other operating systems, thanks to their ease of use and reliability; now that the new powerful multi-processor pro workstations have become extremely powerful workhorses, and offer the flexibility of numerous card slots, its a no - brainer". (co-founder David Bush)
Why Apple Pro Technologies?
Mobile Lab's main workstation contains the maximum configuration of processors, ram, SSD's and graphics boards in Apple's new, hyperfast Mac Pro, also fitted with the added Afterburner - a card defined as a "Game-Changing Accelerator". This monster machine can process contemporarily 6 streams of ProRes 8K RAW or 23 streams of ProRes 4K RAW.
The ability to grade native 8K is even more critical than editing it.
Mobile Digital Lab also sports two of Apple's brilliant new 1000 nits. 32" displays - the 6k XDR's, which can also display HDR. In the words of Jarred Land, president Red Digital Cinema "Apple’s new hardware brings a mind‐blowing level of performance to proxy‐free r3d workflows".
Grant Petty, CEO of Blackmagic Design adds;
"With the new Mac Pro and Afterburner, we see full‐quality 8K performance in real-time with colour correction and effects, something we could never dream of doing before. DaVinci Resolve running on the new Mac Pro is easily the fastest way to edit, grade, and finish movies and TV shows.”
"In my modest opinion, I can say that I bought my first Mac more than 40 years ago, and I've always preferred them to other operating systems, thanks to their ease of use and reliability; now that the new powerful multi-processor pro workstations have become extremely powerful workhorses, and offer the flexibility of numerous card slots, its a no - brainer". (co-founder David Bush)
Why Apple Pro Technologies?
Mobile Lab's main workstation contains the maximum configuration of processors, ram, SSD's and graphics boards in Apple's new, hyperfast Mac Pro, also fitted with the added Afterburner - a card defined as a "Game-Changing Accelerator". This monster machine can process contemporarily 6 streams of ProRes 8K RAW or 23 streams of ProRes 4K RAW.
The ability to grade native 8K is even more critical than editing it.
Mobile Digital Lab also sports two of Apple's brilliant new 1000 nits. 32" displays - the 6k XDR's, which can also display HDR. In the words of Jarred Land, president Red Digital Cinema "Apple’s new hardware brings a mind‐blowing level of performance to proxy‐free r3d workflows".
Grant Petty, CEO of Blackmagic Design adds;
"With the new Mac Pro and Afterburner, we see full‐quality 8K performance in real-time with colour correction and effects, something we could never dream of doing before. DaVinci Resolve running on the new Mac Pro is easily the fastest way to edit, grade, and finish movies and TV shows.”
"In my modest opinion, I can say that I bought my first Mac more than 40 years ago, and I've always preferred them to other operating systems, thanks to their ease of use and reliability; now that the new powerful multi-processor pro workstations have become extremely powerful workhorses, and offer the flexibility of numerous card slots, its a no - brainer". (co-founder David Bush)
David Bush & Mike Connor present a cutting edge editing, colour grading and DIT unit created by them & based on their wish lists for post-production after decades of production and post-production experience.
The system is placed on or near set and is designed to save time & money for producers while offering exceptional quality for advertising, documentary, film & television production and post.
The core of the system is an extremely powerful workstation based on a fully optioned Apple Mac Pro with Da Vinci Resolve software & hardware. The combination avoids the need to use the traditional off-line (or with proxies) workflow, then re-conforming on-line, and the time required for this.
With the Mobile Lab, it is now possible to work with a full high-resolution deliverable or master in HD, 2k, 4k, or 8k from the first day of shooting.
The Mobile Lab is both a lightning-fast DIT workstation and creative editorial, colour grading and audio editing hub - all within a single system.
David Bush & Mike Connor present a cutting edge editing, colour grading and DIT unit created by them & based on their wish lists for post-production after decades of production and post-production experience.
The system is placed on or near set and is designed to save time & money for producers while offering exceptional quality for advertising, documentary, film & television production and post.
The core of the system is an extremely powerful workstation based on a fully optioned Apple Mac Pro with Da Vinci Resolve software & hardware. The combination avoids the need to use the traditional off-line (or with proxies) workflow, then re-conforming on-line, and the time required for this.
With the Mobile Lab, it is now possible to work with a full high-resolution deliverable or master in HD, 2k, 4k, or 8k from the first day of shooting.
The Mobile Lab is both a lightning-fast DIT workstation and creative editorial, colour grading and audio editing hub - all within a single system.
David Bush & Mike Connor present a cutting edge editing, colour grading and DIT unit created by them & based on their wish lists for post-production after decades of production and post-production experience.
The system is placed on or near set and is designed to save time & money for producers while offering exceptional quality for advertising, documentary, film & television production and post.
The core of the system is an extremely powerful workstation based on a fully optioned Apple Mac Pro with Da Vinci Resolve software & hardware. The combination avoids the need to use the traditional off-line (or with proxies) workflow, then re-conforming on-line, and the time required for this.
With the Mobile Lab, it is now possible to work with a full high-resolution deliverable or master in HD, 2k, 4k, or 8k from the first day of shooting.
The Mobile Lab is both a lightning-fast DIT workstation and creative editorial, colour grading and audio editing hub - all within a single system.
David Bush & Mike Connor present a cutting edge editing, colour grading and DIT unit created by them & based on their wish lists for post-production after decades of production and post-production experience.
The system is placed on or near set and is designed to save time & money for producers while offering exceptional quality for advertising, documentary, film & television production and post.
The core of the system is an extremely powerful workstation based on a fully optioned Apple Mac Pro with Da Vinci Resolve software & hardware. The combination avoids the need to use the traditional off-line (or with proxies) workflow, then re-conforming on-line, and the time required for this.
With the Mobile Lab, it is now possible to work with a full high-resolution deliverable or master in HD, 2k, 4k, or 8k from the first day of shooting.
The Mobile Lab is both a lightning-fast DIT workstation and creative editorial, colour grading and audio editing hub - all within a single system.
David Bush

Some language considerations in 3D
Many Cinematographers have learned and indeed strived through years of experience to make projected films look "three dimensional" on the big screen, even though they have been projected on flat screens.
Lighting, lensing, color, overall contrast and resolution, camera blocking and movements, editing, and many more techniques combined with equally important considerations in the film's sound have been used in many different ways to tell stories.
Additionally, the use of very narrow depth of field to focalize our attention, the creation of "depth planes" together with the slightly strobing 24 frames per second "filmic" look, have all contributed in some way to our suspension of belief and identification with the story being told to us (when the story itself is convincing). Much of this, indeed, has been what we have perceived as the so called "theatrical experience", giving us a heightened sense of immersion in the stories unfolding in front of our eyes on the big screen, letting us believe the unbelievable, especially in the cases when the script, story line, cinematography and direction have been highly effective.
However, with the advent of 3d, all of this gets a whole new added set of tools, and I believe that it can become stimulating to tell stories in a different way, as some film directors have already discovered. Thanks to an added sense of depth now available, it doesn't necessarily make sense to create the same "artificially" anymore; in fact, I have seen from personal experience that it does indeed look a bit odd if we do try and make a 3d film in the way that we have always made traditional 2d "flat" films in the past.
Some professionals in the industry complain that the current wave of 3d films seem very conservative in their 3d effect. The public often doesn't perceive the supposed “added value” of 3d, and while some of this is down to the size of screens, dim and misaligned projection, and the types of glasses used in the Cinemas, there are other causes too.
Some industry professionals think that this is because stereographers prefer not to risk over-doing the 3d, and I'll admit that, in this technical role, I've been cautious myself more than once, but, although there can be this too, I'm inclined to think that the relatively flat perception has also much more to do with the the large sensor formats that current 3d films have nearly always been shot with, with their resulting shallow depth of field in the imagery. Using the habitual 2d widescreen format of 1:2.39 can also lead to less stereo perception than 1:1.85, as cutting out the ground and sky (depending on framing) also can mean that we perceive a less three dimensional image.
So, and without pretending in the least to offer an exhaustive explanation on the subject, here are some of the considerations that I feel I can make, following on from my own experiences in native 3d film production and post, and which may, I hope, prove useful to others about to embark on filming in the format.
Starting from the basics, panning and tilting the cameras, and which are essentially 2d movements, these don't look all that hot in 3d unless used for minor framing adjustments on Steadicams, Techno Cranes, Jibs and Track moves, as per dynamic zooms - albeit with exceptions for story-line punctuation. On the other hand, three dimensional movements of the cameras do indeed look much more interesting, as we are stimulated by continuously changing depth cues while we watch them, so we actually perceive more depth. Leave a 3d shot with the camera locked off for a while, and it will soon look as if there is little or no stereo, and which, of course, could also be desired - the stereography should always not be noted at all by the public as its there to help the story line and not become an interuption to it.
Another example; if we see a wide establishing shot with two people talking, we can see how far they are from each other in 3d space, so when we cut between them in close up's, there is not really as much need to show the shoulders and backs of heads out of focus so that we can see where they are in 3d space, as we have already seen where they are in relation to each other anyway. Also, objects or backs of heads in close up and out of focus look odd coming out of the screen into the theatre - in a logical sense, we should be seeing them in focus if they are nearer to us in the theatre.
The accurate perception of depth means care must be taken with action shots where stuntmen are fighting, for example. We can quite easily see tricks that might have worked credibly in 2d, like punches that appear to hit home on the adversary, but now, because we can see where things really are in three dimensional space, they need to be achieved differently.
The timing of scenes and shots changes, in as much as 3d stimulates and motivates a longer look at the surrounding scene. In this sense, I am personally convinced that the best approach is to edit in 3d, and not in 2d first. If there is a 2d version, then this may well need a completely different edit, and I think that it should be done afterwards. Of course, there can be exceptions to this, especially where the underlying essence of a story-line needs to be “discovered” before attempting editing of the 2d and 3d sequences.
I had joked with Dante Ferretti, Hugo Cabret’s excellent production designer, about the fact that he must have carefully chosen the many beautiful and refined objects for the scenes in Martin Scorsese's recent film, and yet, I mused, haven't you ever thought that we almost always see these objects out of focus in the finished film. He laughed. I said that it's as if there were lots of large sheets of perspex smeared with generous layers of vaseline, hovering in front of the objects so that we can't see them in focus.