CompuServe Messages

#Greg's new toy

    27-Aug-94 18:23:45
Sb: #120671-#Greg's new toy
Fm: Gus Grubba 70673,1605
To: John Ellis 72440,3046
The BXP will allow you to do anything you do with any other file format. It is totally transparent to the user. As a BXP, YUV is now just another "native" file format within 3D Studio. No, there is no "conversion" involved. The YUV file is saved out straight from raw 3DS data. Of course, the raw data is converted to CCIR 601 from its native RGB format. I have never looked at the ASDG program. I think its advantage is using the Exabyte for sequential dump (tar files cannot be appended and only the new Abekas code can read tar files). As to the format, it should be the same as there is no variation allowed in the Abekas for input/output. There is a fairly big difference in the dynamic range between straight RGB color space and YUV. The Chroma filter helps to avoid banding or contouring, particularly on smooth shaded surfaces. You have to remember that we're moving from 24 bits per pixel down to 16 bits per pixel. The input gamma value is irrelevant as far as the save/load process goes. You should treat it just like any other file format. Whatever you give me goes out the other end. The Abekas spec calls for a 1.2 value though JohnT has found 1.8 to be a "more pleasant" level.