#Aspect Ratios
11 messages in this thread
I'm going to be rendering some FLC files in 320×240 resolution (don't ask…B-)
Does anyone know the correct aspect ration to use, or the formula to calculate
this. The FLCs will be displayed as part of a screen that will be in 640×480.
Thanx, Greg Cason
Greg,
The correct ratio should be the same as 640×480 which is 1. I once knew how to
calculate ratio's but as most of them are already in my head, I've forgotten
how to do it. <g>
-JE
The correct ratio should be the same as 640×480 which is 1. I once knew how to
calculate ratio's but as most of them are already in my head, I've forgotten
how to do it. <g>
Thanx much. (Math is icky, isn't it? B-)
>> Math is icky, isn't it? <<
Especially for those of raised on the "new math". <g>
-JE
new math <> 5-A where A > three cubes – 2 rectangles True or false?
or, to some around here, new math is waiting for the cash register to figure
the change from a dollar when the bill is 50 cents. And the cashier's job
description reads college degree required.
<BG>
Since computer pixels are square, you'll want an aspect ration of 1.0
The formula for NTSC (and I think it works for PAL, too) is HEIGTH divided by
WIDTH times 1.3333
John Tissavary (LUNA cie)
Since computer pixels are square, you'll want an aspect ration of 1.0
The formula for NTSC (and I think it works for PAL, too) is HEIGTH divided by
WIDTH times 1.3333
Super. Thanks for the info. Maybe in the next upgrade, this will be
automatic.
I can be sort of automatic… just edit your 3ds.set file to have the
four most used resolution/aspect ratios, then when you do
RENDER/SETUP you just have to push the button with the right
resolution for your job, and bingo!, you're in buisness.
Set the AR for your output monitor of 640×480 which is most likely 1.0 (square
pixels) The 320×240 is half values or quarter screen but the AR is still 1.0
(square pixels). If you rendered to another resolution size such as 320×200 a
non-multiple res size then the AR would have to be interpolated to maintain
picture perspective.
Thanx for your reply.