#PAR and Max Pixelsize
12 messages in this thread
John:
I've managed to output a few animations from my new PAR to video tape. I have
noticed some 'ropiness' at the edges of many of my models. Could you suggest a
3DS pixel size or another cure? Thanks.
Bob
Bob,
Curiously enough, I have not noticed any "ropiness" with the PAR. I've been
outputing to Beta SP and Hi-8 through the SVHS connector and its been very
clean. I'm using an aspect ratio of .85 I can't think what else might account
for the difference. I can suggest a pixel size of 1.5 but I've only used that
to soften the "look", which I find aesthetically pleasing. I also render
everthing in "fields" for video, but I expect you do that also.
-JE
John:
I am quite new to the video tape output side of this racket so I appreciate all
of your comments. I have been using the composite video out to connect to my
video monitor and my VTR. I will switch to the SVHS connector as soon as I can
snag a cable. I did my tests by rendering to fields and was quite pleased with
the fluidity of movement. I had forgotten that I would have to deal with the
heads and tails issue of the first and last flickering frames. Could you toss
me a quick tip on how I could automate this? Thanks again.
Bob
Bob,
I think you'll find the SVHS into your deck will definitely provide a superior
recording. For the first and last frame flickering all you need to do is ease
"from" the first frame and ease "to" on the last frame. A value of 10 should be
sufficient.
-JE
John:
Thanks for the quick response, I just snagged the SVHS cable and I'll give it a
test.
Bob
>> Thanks for the quick response… <<
Sure thing Bob, let me know how it goes.
-JE
Bob:
Two ways I handle the heads/tails flicker here.
1. I render the whole animation to fields on my Dos drive. Before I transfer
to the Par drive I rerender the first and last frames to "frames" Then I lay
the whole mess to the PAR and the final step is done using the play setup in
the PAR software. ie. Select the *.ani file created. The first frame of the
animation appears at the PAR output. (The frame #1 you rerendered to frames.)
Start your recorder and record the first frame as long as you want and then
when desired heads is long enough click on the play button in the PAR software
to start the animation without doing anything to the VCR. When the last frame
comes up the animation stops on the rerendered frame. So, all your frames are
field rendered except for the first and last. Wouldn't it be really cool if
Gary could build this capability into the renderer for the next 3DSr4… HINT
HINT <G> If you loop the animation in the PAR the single frame at the end and
beginning that was rerendered to frames won't even be noticeable. It is also
possible to do this when rendering to the PAR drive as well but will require
that you use split and join in the PAR to reattach the newly rerendered frames.
2. This procedure is done when needing a series of still frames that do not
flicker and must be attached to your animation anywhere for a precise amount of
time. I used it when I needed an animation to pause at several points during
the video while the voice over caught up and I didn't desire to render the same
frame over and over. Locate these frames and rerender them to frames rather
than to fields. Convert your animation to the PAR *.ani in segments and join
the segments together in the PAR using the join, split and duplicate to frames
buttons. You will want to duplicate to frames those frames you had to
rerender. Duplicate the single to frames for as long as you need. Then piece
the parts together using the join button.
I hope this will help. I like these approaches as they don't modify the timing
of your actual movement (animation) as does the adjustment of ease to and ease
from in the rendering process.
PS: you may get some trash build up in all this editing on the PAR drive. If
that happens don't panic. Just optimize the drive and try again. If you still
get trash during playback after optimization, you may then panic! <BG>
Don:
Excellent suggestions! Do I see a new title by Landis and Ellis, "Inside DPS
PAR"? It could happen.
Bob
>> Do I see a new title by Landis and Ellis, "Inside DPS PAR"? It could happen.
Ha Ha Ha!
Are you serious? John and I argue too much. It would be the crossfire of this
industry. Besides, John wouldn't even have a PAR if it hadn't been for last
winter's argumentative thread with me on its merits. Now, let's hear from John
for his side of this story! <BG>
You might want to check out the MAX-PIXEL-SIZE=2.0 parameter described in
R3HIDN.TXT (here in the DL's). Pump that up to 2.0 and then set your Pixel
Size inside of 3DS to 2.0… that will eliminate any edge ropiness you might be
experiencing.
– G
Gary:
Funny you should mention the R3HIDN.TXT file. Yesterday I faxed it to myself
from home, where I downloaded it, to work, where I needed it. These guys in
the mail room don't realize that I use the office fax machine as my personal
printer. <g>. I was checking out the file for the reasons you mention but I
figured that before I change any values I'd check if there were any other
variable which I should consider first. Thanks for the pointer.
Bob
Thats a great trick, and funny too<g>