CompuServe Thread

#Video Post 1st experienc

15 messages in this thread
#11717From: MARTIN G FOSTERApr 5, 1992 3:32 PM
Dear all, Just wanted to share an experience I had with the new Video Post module in 3dsr2 which has left me very impressed and eager to try more tricks. I am just completing a 30 second fully animated commercial for local cable (wish it was national<g>). The final scene called for the logo to fly in front of the animated background (some dancing characters) and then the background to fade to black leaving the logo in the top third of the screen and the rest black (for the billboard which will be done in post-production). Originally, I was using the animated background which was a looping sequence of targa files, then a 2d square with the VARY.sxp material assigned as an animated opacity map to give the fadeout (it becomes more opaque to completely block out the background), and then in the foreground was the logo keyframed scene. This was working fine except it was taking 7-8 mins per frame to render on my 486/33 weitek system at 512x486x24 bit phong high – not too bad. I decided to jump in with both feet and try Video Post for the same scene and after some reading of the reference manual (great job, Jack) I reworked the scene with 3 composite layers in the queue: the looping sequence of targas, a black targa file using the TRANS fadein option over 45 frames, and finally the keyframe scene. Now get this ladies and gentlemen: THIS SCENE WAS RENDERING IN 45 to 55 SECONDS!!!!! Bloody brilliant! 'Nuff said.
#11722From: Yost GroupApr 5, 1992 4:11 PM
Martin, it's GREAT to hear that someone finally figured out how to tap the power of Video Post. Congratulations! – G
#11739From: MARTIN G FOSTERApr 5, 1992 8:51 PM
Why thank you Garag Jost, lost prince of the Mark Ting empire. I still feel I have only just scratched the surface of video post's capabilities. I can certainly see how it might save me money on post production special effects, like DVE moves. It can also avoid the necessity of having to find someone with ABC roll (rare in smaller post houses) because you can capture the live video with a diaquest and composite you logo over the live video with alpha channel. All done on 1 PC with only 1 VTR necessary, instead of 4 + the ABC roll switcher. Wow, what a concept! When this gets out Garag, Grass Valley et al are going to be looking for someone to lynch! I think I need to lay down, these concepts are pretty overpowering…
#11752From: Yost GroupApr 5, 1992 10:38 PM
Wait till you start playing around with travelling mattes and custom transitions painted in AA Pro. That stuff is really wild and allows you to create effects that were previously only possible with a Quantel Harry. – G PS: Watch out for the evil Baron D'Kmon!
#11775From: Yost GroupApr 6, 1992 11:10 AM
Thanks Martin. – J
#11786From: Noah KennedyApr 6, 1992 2:24 PM
We are having similar revelations. I think the net effect is that we will organize our work differently. It's very easy to archive "alpha-ed" TGA files and when compressed they are very small. For our own promotional work (though I think the same can be said for on-going client work) we look to incrementally improving the quality of animated sequences merely by improving each video post component. Does make me think that mondo disk space is in order.
#11813From: MARTIN G FOSTERApr 6, 1992 7:52 PM
I agree Noah. The downside of the fabulous new Video Post module, although very minor and greatly offset by potential savings and capabilities, is that disk space will probably need to be increased since we'll be storing many more .tga sequences than before. Fortunately, I've gone the SCSI controller route so I can add new hard disks very simply, if the occasion demands. A rewriteable mag-op drive would be nice but not yet possible for me. I do have visions now of being able to buy 1 betacam sp deck and do almost everything (and more) that a post house can do with their entire editting suite! What a revolutionary thought…
#11963From: Noah KennedyApr 8, 1992 3:09 PM
Martin- We have betacam SP here and have been getting excellent product. Of course, setting up a sequence frame by frame is gimpy compared to being in a sophisticated editing suite. One mitigation to the file storage problem is that we are tending to think in terms of overlays more than before, so component sequences that have largely transparent backgrounds are relatively compact. BTW, have you found a good way to combine VP files? Say I have SET1.VP and SET2.VP, and I want to combine them? I don't think there is a way to do this without screwing with the files. –Noah
#12015From: MARTIN G FOSTERApr 9, 1992 12:14 AM
Good question. I don't know about merging vp files. I'll have a go but I doubt it's supported. Maybe Gary of Jack could answer that?
#12019From: Yost GroupApr 9, 1992 12:53 AM
We never designed a way to merge two .VP files together. hmmm… This is the first time anyone brought it up! (put it on your wishlist 🙂 – G
#12078From: Noah KennedyApr 9, 1992 7:29 PM
Gary- Too bad VP files aren't just ASCII. I tried just concatenating a pair which left a legal VP file, but the second file's data didn't load in video post. I guess you have a value at the top of the file that lists the number of entries that could be changed w/ debug? –Noah
#12124From: Yost GroupApr 10, 1992 9:53 AM
I've completely forgotten _what_ is in there. I'll try to remember to ask Tom about it. – G
#12173From: Noah KennedyApr 10, 1992 3:51 PM
No biggy. If it's important I'll look at it myself.
#12139From: Mike MorrisonApr 10, 1992 10:52 AM
What happened to the 3DS\VPOST directory? It seems kind of strange to have everything else so organized and yet no default directory for VP, other than \3DS… How about Texture map proxies for 3DSr3 mapping? I tend to spend a lot of time going through the cycle of: 1. Apply Mapping 2. Render Scene 3. Wait for image to render 4. Goto step 1 until map looks "right". It would be great to "see" a sample of the map as you apply coordinates to the object. In the Modify\Objects\Attributes dialog box, it would be nice to see the names of the materials assigned to the object. Now if you want to find the material assigned to an object you have to use the Surface\Materials\Aquire and/or \Show commands. Also, an animation starts to render to disk, could 3DS make a few quick calculations to verify the sufficent disk space exist for the animation? Many times I've had animations crash-land after running 15 or more hours because of insufficient disk space. Hey, I thought 14 Megs was enough for 150 frames… In the rendering dialog box, I love the Time of Last Frame reading, but why not calculate a quick estimated time of completion for us. Why try to reserve the Left and Right arrow keys for "Non-Mouse" (keyboard) people. I would much rather have 3DS compatible with AniPro and use those keys for frame movement. I seriously doubt that anyone using a $3,000 software package cannot afford a mouse at $12.00. Also, for the Release 3 "City" image, set the Far Camera Range a little closer so the buildings at the edge of the city do not look like they are sitting on the edge of eternity. Still, great job, whoever did it! Display List support for 3DS One last thought, I finally found a GOOD use for the Dongle. It is the best excuse in the world to use on your friends begging you for a copy of 3DS. It sure beats the old "Well, you'll need 800 Megs of RAM and 4 Weitek MathCoprocessors, and a 486-60 to run it, sorry." Thanks! -MM
#12168From: Evan Yares [WeirdTM]Apr 10, 1992 2:31 PM
Good point! Evan