#Aspect ratio?
Could you please give me some more detailed information on how 3DS uses the
"Aspect Ratio" setting to determine the output pixel?
Specifically I want to know how you derive the settings:
640×480 with 1.0 aspect
320×200 with 0.82 aspect
Is it:
480/640 x 4/3(aspect ratio of the computer screen) = 1.0
200/320 x 4/3(aspect ratio of the computer screen) = 0.82
For example from a camera viewport I start a rendering at 640x480x1. Since the
viewport I see from the 3D Editor isn't exactly the same shape as the final
output how can I be exactly certain that what I see in the 3D Editor will
appear in the final rendering? The only way I can be sure is by
experimentation, which isn't very accurate.
How does 3DS determine the area covered by the final image? Does it use the
centre of the viewport as the middle of the final image then determine, using
the aspect ratio and width and height of the final image, the exact area of the
actual scene to be displayed?
If this is the case then I can scale the image in half horizontally by using
240×480 with an aspect ratio of 2 rather than creating an image of 640×480 with
an aspect ratio of 1 and then using video post to shrink it by half
horizontally.
So, it seems, that it is possible to perform a wide variety of different images
scales simply by altering the image width, height, and most importantly, the
aspect ratio directly in the renderer rather than altering an original image.
Am I correct and could you please give me details on how 3DS maps from scene
coordinates to image coordinates?
Thanks.
David "A_spect in my eye" Gould