Metrolight Odessey!
51 messages in this thread
Hello everyone. I've been away (from the forum and family life in general) for
4 weeks on an incredable animation journey.
I had the pleasure of working with Martin Foster at the newly formed 3D Studio
department at Metrolight Studios. It sure is heartening to see some of
Hollywoods traditional Animation/Special Effects production companies adding a
3D Studio section. This freelance gig was very demanding but only helped to
increase my 3D abilities many fold. I feel _VERY_ fortunate to have been a part
of this project.
Thanks Gary for making the tools by which I can create 3D Worlds, and MartinF
for the opportunity to be there.
The future of 3D Studio is looking bright.
Ralph
Hey, Ralph great to have you back…And congratulations for doing such great
work! (A little birdie told me<g>)
-Alan
Thanks Alan… Alot of hard work _as I knew it would be_ …but very enjoyable
atmosphere. Irene's happy to have me home 🙂
We should get together this weekend.
Ralph
Ralph,
>> I had the pleasure of working with Martin Foster at the newly formed 3D
Studio department at Metrolight Studios. <<
The pleasure was mine. You did a stellar job and we'd love to have you back.
Film clients are certainly the most demanding but they'll get the best possible
work out of you OR kill you trying <G>. We still have the rest of the week to
wrap up and deliver all the shots, then I'm off to some remote, mystery,
location where computers are a distant memory.
>>…where computers are a distant memory…<<
Or maybe a location where they (computers) haven't even been thought of yet!
I hope you have a great break, Martin. God knows you deserve it…
-Alan
Alan,
>> I hope you have a great break, Martin. God knows you deserve it…<<
I'm not sure if I've earned it yet, you know <g>.
Whoa… You've only got a week left? That schedule wasn't TOO ridiculous, was
it? <g>
Congrats to you, Ralf, Sanford, and everyone else who worked on the project
with you. I can't wait to see some of those purty pichurs!
– G
Gary,
>> Whoa… You've only got a week left? That schedule wasn't TOO ridiculous,
was it? <g> <<
Actually, I've been working on the film "Virtuosity" for about 2.5 months, much
of it before I came to MetroLight and most of it 90-100 hour weeks. Now we're
on the final leg. I'm taking a week off and then it's straight into a 2 month
project on an Asian commercial.
>> Congrats to you, Ralf, Sanford, and everyone else who worked on the project
with you. I can't wait to see some of those purty pichurs!
<<
we'll try our darnedest to get a release for the Siggraph reel. That was the
whole point of taking part in this madness <g>.
Siggraph reel Siggraph reel Siggraph reel… Only 6 weeks left until the
deadline!
– G
Gary,
>> Siggraph reel Siggraph reel Siggraph reel <<
I'm sorry, I don't get your drift <G>.
Would you like letterboxed, pan and scan, or anamorphic? Letterboxed would be
best, IMHO …
>Would you like letterboxed, pan and scan, or anamorphic? Letterboxed would be
best, IMHO …
What was that motion picture type with the 3 70mm films running side by
side…. VistaVision?
Yeah…lets make the Siggraph Reel a real reel……. (real,reel…really now)
DC <G>
<3 70mm films runing side by side> "How the 3-D West Was Won" J <snickering>
Martin,
<< letterboxed >>
Just curious, for letterboxed work what percentage of the screen should be
blacked out?
Mark
Mark,
>> Just curious, for letterboxed work what percentage of the screen should be
blacked out? <<
well, that's a matter of simple arithmetic and you have to factor in the pixel
aspect ratio of your device. In photoshop most displays would be square pixel
so a D1 image would be 720 x 360. For testing on the PAR we view at 720 x 318 x
0.85 which gives a physical 2:1 image.
Martin,
<< well, that's a matter of simple arithmetic and you have to factor in the
pixel aspect ratio of your device. >>
Maybe I didn't ask the question right… I have no intends of going to film.
I just want the letterbox for effects. I would like to know a ratio or
something that I could apply to various resolutions. Gary mentioned the ratio
of 16:9 for letterbox work. Does this mean that for every 16 pixels
horizontally there would be 9 pixels vertically?
Mark
Mark,
>> Does this mean that for every 16 pixels horizontally there would be 9 pixels
vertically? <<
yes, with a square pixel output device, for example a computer monitor
or a frame buffer in square pixel mode. However, with a PAR or D1 or
Vista the pixels are not necessarily square, they are rectangular and
you have to compensate for this in your calculations.
what resolution and pixel aspect are you using to get the letterbox effect?
Martin,
<< [letterbox ratio] yes, with a square pixel output device >>
Alright that's what I wanted to know.
Mark
I find I often get asked about aspect ratio concepts. Why, I don't know. But
I'll hit you with the following essay, and see if it helps. (A copy will be
uploaded to the file libraries for permanent reference.)
-Martin
-=-=-=-=-=-=-=-=-
Aspect Ratio Primer for 3D Studio Users
By Martin Doudoroff
There are two interrelated issues regarding aspect ratio which 3D animators
face. The first, and most fundamental, is a description of the proportions of
the rectangular image. The second, and most technical, describes the
proportions of a picture-screen element (the pixel) as produced by a given
computer display device. The former case I will refer to as "image aspect
ratio", and the latter as "pixel aspect ratio."
Image Aspect Ratio —– —— —–
Image Aspect Ratio compares the width of an image to its height.
Mathematically, this ratio is calculated by dividing the width by the height:
w
—
h
Formally, aspect ratio is written in ratio notation, with numerator and
denominator separated by a colon, and is left in simple scalar form; either the
width is written as a decimal value relative to one, or both numbers are
multiplied into an integer fraction (a less intuitive representation for most
people). For example, NTSC television standard aspect ratio (which also happens
to be the Academy Aperture standard in the film world) is:
1.33:1 (or 4:3)
These two equivalent ratios indicate that the NTSC video image is exactly one
third wider than it is tall. Television manufacturers do some fairly peculiar
things when they design the plastic frame around a tube: a nice exercise is to
take a measuring tape and calculate whether your own TV is showing you a 1.33:1
image. Our Sony BVM-1910 broadcast monitor is accurate. (Whew!) Measuring the
image area of the BVM, I found that its dimensions to be 15.25" by 11.5".
15.25 1.33
——- = 1.33 (the same as —— )
11.5 1
Television in the U.S. has, for practical purposes, always been based on a
1.33:1 image. Film, on the other hand, has never conformed to such
specifications. With the somewhat eclectic exception of the projection
television, TV's have always been direct-view tubes designed to produce an
image based on a standard electrical signal. The ubiquitous tube and its
plastic border reflect this standard. Film is an exclusively projection-based
medium which is not constrained by electrical signals or glass screens: any
image you can expose on the celluloid that fits between its edges and the
vertical spacing of the frames can be projected. What's more, one can rearrange
the curtains which customarily adorn a movie screen to perfectly matte any
aspect ratio you choose to project. Consequently, the image aspect ratio in
film is a creative decision. Some common aspect ratios found in film are:
2.35:1 Anamorphic Scope/Panavision/CinemaScope
2.05:1 70mm (maximum frame size with soundtrack)
1.85:1 Academy Standard Flat
_________
Widescreen Review, Issue 12, page 30.
These ratios are common, but many variations exist. There is no "standard",
though the 1.85:1 ratio is statistically the most common. Cinematographers and
their directors have the luxury of framing any way they choose, and they do. In
film, image aspect ratio is a question of aesthetics.
Coming from left field is the new aspect ratio attached to HDTV and Widescreen
NTSC technology. For no particularly good reason, video engineers adopted the
1.78:1 (16:9) ratio for use in HDTV, and that ratio is also appearing in DVD
(the new digital video compact disc standards proposed in early 1995) and
digital film technologies (such as Digital Betacam and Sony's HDVS RGB
monitors). This decision is motivated, as in the case of the NTSC standard, to
accommodate a direct view tube display which doesn't change shape like a movie
screen.
Some have criticized the 1.78:1 ratio being adopted for HDTV as ludicrous,
since no program material has ever been recorded in this ratio, while a hundred
years of motion picture film exists in other aspect ratios and fifty years of
television programming exists at 1.33:1. This argument raises an important
issue which has faced television from its inception: how to display film images
of aspect ratios other than 1.33:1 on a 1.33:1 television tube. The options, of
which laserdisc owners are highly conscious, are:
1) Place the entire film frame within the television image and matte the top
and bottom (letterbox) or sides (windowbox) accordingly. This approach
places black bars across the top and bottom (or sides) and shrinks the
image spatially, but it accurately preserves the aspect ratio and
composition intended by the director.
2) Place most of the film frame within the television image and apply a more
mild letterboxing or windowboxing. This approach is common in "Widescreen"
video releases and is a compromise to include more of the frame without
shrinking the image as much.
3) "Pan & Scan" the image; this method throws out the original composition of
the film entirely, and fills the entire television screen; in this case
somebody (usually NOT the director) has to make the decision how to re-
frame the film on a shot-by-shot basis. This approach is used in most
video releases of films, and causes great consternation among film
purists.
Letterboxed imagery is becoming more common on television in music videos and
some advertisements as programmers look for more "cinematic" aesthetics.
Letterboxing is irritating to others, and is certainly not normally accepted in
video.
If you choose to "letterbox" your animation, you'll find it very easy to do in
3D Studio. For letterboxing, the horizontal resolution is a constant. To
calculate the vertical resolution, use the following equation:
1.33
———————- * [normal y value]
[desired aspect ratio]
If I wanted to convert CCIR-601 resolution (720 x 480) to a letterboxed image
at 1.85:1, then
1.33 / 1.85 * 480 = 345
I would plug in 720 and 345 into the render config dialog. Note that by doing
this, 1) I'm trading 28% of my image space for the 1.85 ratio I prefer
aesthetically
2) Risking rejection from viewers who dislike letterboxing and broadcasters
who don't accept letterboxed material
3) Reducing the maximum byte count of my image files by 28%
Pixel Aspect Ratio —– —— —–
Pixel aspect ratio is a different ball game. If you apply the aspect ratio
formula at the top of the last section to the common device-dependent video
resolutions in computer graphics, you'll note that they never divide out to
1.33:1.
D-1/CCIR-601 720/480 = 1.5
ATVista 756/486 = 1.56
DPS-PAR 752/480 = 1.57
Targa (16/32/64) 512/480 = 1.07
Nevertheless, the images these devices display (on properly calibrated
monitors) have 1.33:1 image aspect ratios. The problem is that the pixels they
paint are not square. In the first three examples above, the pixels are
horizontally thinner than they are tall; in the case of the Targa display
cards, the pixels are wider than they are tall. These characteristics are
unique to each device, and they are typically constant: regardless of what
resolution image you are displaying on an ATVista, it so happens, the pixel
aspect ratio should always be 0.8816. (This includes "letterboxed" images.)
Likewise, images for output on Targa display cards require pixel aspect ratios
of 1.23, and so on.
Note that if you do your math, you'll find that these values STILL don't get
you to a perfect 1.33:1 image aspect ratio in mathematical terms. To take the
ATVista as an example,
(756) * (.8816)
————— = 1.37
486
You can amuse yourself the next time you're on the phone with your
manufacturer's technical support by asking about these little discrepancies.
Just make sure it's on their dime, since it will probably take them some time
to figure it out.
3D Studio has this pixel aspect ratio parameter so that the 3D scene can be
rendered "accurately" for any given display device. If you render an image at
the wrong aspect ratio for one of these video adapters, the image will be
stretched or squashed. Therefore, leave your pixel aspect ratio set
appropriately for your output devices. If you are rendering for the computer
screen (such as in multimedia), print, or a film recorder, your pixel aspect
ratio should always be set to 1. HDTV uses square pixels, I am told, so if that
technology enters your life, render at pixel aspect ratio 1 then as well.
Martin,
Very good stuff! You sure do explain things well.
Hope to see more . . .
Thanks,
Alec Jason
Martin
Excellent overview! Thanks.
TedB
-Ted Boardman
!^NavFont01F0006MGHHGkAAFA
That was a fantastically useful treatis on the mysteries of aspect ratios,
Martin. You're great!
– G
Hi Martin,
That was a great overview. And if I may I'd like to follow up on a rather
esoteric point but seemingly important. I've used 720×486 as the standard HV
scanline for CCIR, which all of my documentation supports, including Abekas and
Quantel, as the correct value for CCIR. However, recently I've seen the value
you used, 720×480 mentioned on several occassions. My Ill Pro allows me to use
both, which is equally interesting. So do you know if there is a reason for
using one or the other, or a reason there are two? Looking at your post it
would seem that its got to do with being an even ratio but that's just a guess.
Technically it could make a difference as YUV is a raw format and it seems that
you would have to pad the image with some blank scanlines when transferring to
Abekas. I wonder what your take on this is.
Thanks, and thanks for posting the "Letterboxed" review, actually my favorite
way of viewing wide screen on TV. 🙂
John
Martin,
Sorry for such a late reply, I have been out of town and I'm finaly getting
caught up on replies. Thank you very much for explanation on aspect ratio!!!
Mark
If the animation was originally produced in letterbox format, please don't
change it. If it was produced in 4:3 video format, then leave it at that. If
it was originally letterboxed, and you have BOTH the 16:9 and a 4:3 pan/scan
version of it, feel free to send both.
– G
Gary,
It's rendered at 720x486x1.35 pixel AR (anamorphically squeezed 2:1 physically
AR). A special 24fps digital video device "unsqueezes" the signal and seperates
it onto a 3×2 cube video wall measuring a total 24 feet by 12 feet for viewing
at 2:1 aspect ratio. Confused yet? <g>
The best solution is to scale the rgb files to view at 2:1 letterbox. There's
no existing pan and scan yet. I'll be writing letters to L-squared and
Paramount this week to try get a special release for the material.
>> video wall measuring a total 24 feet by 12 feet for viewing at 2:1
>> aspect ratio.
Whoa! Sign me up for one of those!
– Dave
Use your best judgement. <g>
– G
Hi Martin
Do you find that 3D Studio is an adequate platform for motion picture
resolution production work?
I've only used it at video resolutions, but I've had an inquiry about a small
mo-pic project.
Also… I've had some news (not good) about a slight (?) delay in the
Perception ( see my post in IPAS usage)
Have a nice vacation
David
David,
>> Do you find that 3D Studio is an adequate platform for motion picture
resolution production work? <<
we haven't actually done film resolution yet. So far it's only D1 (720 x 486).
>we haven't actually done film resolution yet. So far it's only D1 (720 x
>486).
I'll have to ask Greg Pyros about it.. As much as I'd like to back
into motion picture production, my better judgement tells me to pass
on the project. 3D Studio is just about the best thing there is in
any price range for video resolutions but until personal computers
get a lot more powerful, I think film resolution is going to be a bit
out of reach, don't you?
Thanks for the reply
-=DC=-
David,
>> I think film resolution is going to be a bit out of reach, don't you? >>
depends on the length of the shot. Also, quite a few CGI shots are now done at
video resolution and interpolated up to higher resolutions suitable for film.
I suppose with the wide distribution of film through the video media (
Cable, VTR, SAT. etc) The definition of "acceptable" film resolution
is probably in a constant state of flux. I does open a lot of doors
to a lot of people if PCs can now handle motion picture effects.
What a great time to be alive ( and in this business) <g>
David
David,
>> What a great time to be alive ( and in this business) <g> <<
I'll say. I'm enjoying it greatly 🙂
> enjoying it greatly 🙂
We all do it just for the fun
………ah …. yeah……ahummmm………cough
What exactly is considered film resolution, anyway?
I think it's around 2k.
>>I think it's around 2k.<<
really? I thought it would have been around 4k, but what the H*** do I know?
>>>I think it's around 2k.<<
really? I thought it would have been around 4k, but what the H*** do I know?<
Yup, that's the "low end" of film. It certainly can go upto 4k- but not unless
definately warranted. (4x the pixels..) The video resolution->interpolated
thing sounds interesting, but I doubt that's the norm.
I haven't done film, but read that somewhere. Now for a Mirage film recorder
with film back.. 🙂 Or better yet- an ILM film printer/scanner combo.
JNJ
That depends on the aspect ratio the film is shot in, and the level of
detail needed for the particular shot. And as Martin said, due to new
(guassian or fractal-based) pixel averaging schemes, some shots are
rendered at what is considered lower than film (700-1000 line range)
resolution and transformed up to much higher resolutions before being
"burnt" to film, without losing too much detail. This certainly helps
to open up the desktop arena to more full-screen CG/FX opportunities.
Major motion pictures are typically shot and projected these days
anywhere from 1.66:1 ("flat") to 2.5:1 ("anamorphic/'scope") aspect
ratios. These are usually shot, printed and projected on 35mm film so
a reasonable resolution could be anywhere from 2500 to 7500 lines,
depending on a number of variables. Also, one must keep in mind that
the anamorphic/'scope format is shot through an aperture that is
*much wider* than it is high, and a lens that distorts (squeezes) the
image as it is exposed on film to fit it on a 35mm frame. This same
film is projected through a lens that spreads the image out again to
the original aspect ratio, reducing the overall resolution of the
film to screen size. So this has to be taken into account when doing
full-screen CG for a film shot in Cinemascope. 70mm film, on the
other hand, had the resolution to shoot wide-screen apertures without
anamorphic-based distortion, but is extremely expensive and not
widely used these days. It's often used for shots that are to be
composited using optical printing, or the IMAX-type formats.
So it really depends on what's going on with the film itself, and what
the director/producer is looking for in terms of final quality. If
the pixel interpetation schemes improve and become more and more
accepted, we'll be looking at lower resolutions for full-screen film
work which translates to less hurdles for the desktop animator who
wants to work in films.
And I *like* that! <g>
-Alan
jeez, ask a simple question… (g)
We just finished some shots for a major motion picture using 3DS. We rendered
at 972×486. We got away with that because it was supposed to be "virtual
reality" and so in fact they wanted to introduce "glitches" so that people
would not be confused with "reality". Even at that low res it took a p90 with
192 megs of ram aprox between 20 to 30 min/frame. Considering that the more
modest sequences had 700 frames, well, you do the math…
I would say that film res is about as subjective as "definition". It has to do
with comparisons more than absolutes. In other words, to the viewer a scene
shot in 16mm or 35mm will look the same if it is lit properly taking into
account contrast ratios and the such. I know I am not referring to a
scientifically measured "granularity" but rather to a real world subjective
appreciation. I think that the fact that we did this job for the big screen at
a more competitive price with equivalent results as if we had use Silicon
Graphics-Alias-Wavefront technology shows that PC's are in the border of
becoming a familiar tool for the film industry.
The crucial step on this process I think is the digital-analog transfer where
pixel interpolation and other techniques effectibly double the "resolution"
(read -appearance) of the image.
———————-
Now for the very low budget homemade pixel-interpolation here goes a tip.
Place a filter such as ROSCOE 3040 (powder frost) or LEE 253 (Hampshire frost)
against your screen (I assume you have at least a 17 or 21 inch monitor!) and
shoot the image frame by frame with a 16mm camera. The filters will diffuse the
pixels (interpolation!) just enough so that they will not be visible while at
the same time lowering the contrast of the image. The result is very acceptable
and it does not have that horrible "video to film transfer look. For correct
exposure of a video monitor image check an American Cinematographer manual and
use a spot meter to establish your contrast zones.
Thanks Alan for your thorough technical responses.
Arturo
Hello Arturo,
Thanks so much for some very interesting stuff!
Yeah, film resolution issues are very subjective things as there are just so
many applications to consider. Certainly, whatever gives the right look & feel
to the finished product is the way to go for that particular circumstance.
Your ideas about shooting the CRT thru a frost-filter are really interesting!
Sheesh, I'd love to see what that looks like when projected. Folks who frequent
this forum have often heard me talk about (and are probably getting sick of<g>)
the "culture-shock" that you get when cutting from film/live action to video/CG
as in B5. I have always felt this to be a major stumbling block in the
furthering of CG/video-based effects in major features. Maybe the folks up at
Foundation Imaging would be interested in this technique.
Can you tell us in which film we may see these effects? I'm sure we could all
learn alot from your experiences, especially now as we stand on the threshold
of a new era, where desktop systems will be more and more acceptable for
feature-film effects.
Thanks again for the great info,
-Alan
<< Place a filter such as ROSCOE 3040 (powder frost) or LEE 253 (Hampshire
frost) against your screen (I assume you have at least a 17 or 21 inch
monitor!) and shoot the image frame by frame with a 16mm camera. >>
That's great!
BILL
>What exactly is considered film resolution, anyway?
See the other replies, they tell it better than I could.
David
Hi David,
Listen, if you're passing up the chance to work on that film project. Could I
learn a little more about it? I'm REALLY interested in film.
Thanks!
Alex K.
NGA
>film project…
It turned out to be nothing, the person approached me at the
Convention Center durning the Strictly Business Computer Expo. He
took my number but hasn't called. If he does, I'll put him in touch
with you. I am very interested in film. ( I worked in the film
industry for 5 years, 1978-83 as a special effects, grip,carp, sound
mixer,Boomman. and 3d animator (not computer, ……clay) and I'd
love to get back into it utilizing my new love 3D Studio, I want to
be careful not to get in over my head before I'm ready, hence my
caution and hesitation. I still need to get a PAR / PVR so I can do
cost effective video. After I have the necessary tools and
experiance, I'll try to get into film animation.
Bye Bye
-=DC=-
>> Congrats to you, Ralf, Sanford, and everyone else who worked on the project
>> with you. I can't wait to see some of those purty pichurs!
Thanks Gary. I hope you'll like the purty pichurs.
Ralph (with a ph) 🙂
Doh! (and it's probably "pretty pictures", too 🙂
– G
>> The pleasure was mine. You did a stellar job and we'd love to have you back.
Thanks Martin, that means alot comming from you!
>> Film clients are certainly the most demanding but they'll get the best >>
possible work out of you OR kill you trying <G>.
I'll say <g> But as they say… no pain – no gain <BG>
A vacation is in the works here also. They don't have computers in Mazatlon do
they?
Ralph
Ralph,
>> They don't have computers in Mazatlon do they? <<
I'm sure they do, actually. Just walk away if you see one <g>.