The PAR and Aspect Ratio
9 messages in this thread
>>You must be thinking about someone else. 480/752 x 1.333 = 0.851.
Greg Pyros
Yup… but just what do you get if you leave the AR @ 1, for instance? Haven't
noticed any squashing, not matter the ratio…
Jerome:
>> but just what do you get if you leave the AR @ 1, for instance?
>> Haven't noticed any squashing, not matter the ratio…
You should! Render a cube or sphere and measure the vert & horiz dims to see
it. Stretch it out even more (1.5) to make it real obvious, then bring it back
to .851.
Greg
>>You should! Render a cube or sphere and measure the vert & horiz dims to see
it. Stretch it out even more (1.5) to make it real obvious, then bring it back
to .851.
I'll try it… I really haven't experimented with any ratios that obious, nor
have I experimented with anything that sensitive to deformation to the
unreferenced eye. What I was going off of, was the overall ratio of the
finished rendered image (e.g. leaving blank space at the edges). What I didn't
take into consideration, at first thought, was that 3DS would likely be
adjusting the available view to be rendered, hance adding more pixels into the
view along the shorted axis…
Jerome, please don't take offense to this but I really think your experimental
work with this AR thing is a waste of time. This is NOT a subjective issue
like "correct gamma" settings. This AR can be simply calculated using simple
formula. If you were told otherwise then either you misunderstood or the
person who told you was wrong. If you choose to enter an incorrect AR then
your distortion of your geometry will be proportional to the amount of error in
the AR you enter. Whether you can see the distortion or not on your monitor is
subjective, however.
>>Jerome, please don't take offense to this but I really think your
experimental work with this AR thing is a waste of time. This is NOT
a subjective issue like "correct gamma" settings. This AR can be
simply calculated using simple formula.
No offense at all. I understand that. I was just making the comment
because I had INDEED never taken the time to play around with AR.
Since I hadn't read that part of the manual thoroughly (in favor of
more interesting topics) because this seemed so esily handled, I had
never fully come to grips with jusst HOW the screen would distort if
you messed it up. Kind of like you know how your legs work as their
currently constructed, but you wonder just what a chair would look
like if your knees bent the other way.
Call it mental masturbation, pure and simple.
>>Kind of like you know how your legs work as their currently constructed, but
you wonder just what a chair would look like if your knees bent the other way.
No, I can't say I ever did wonder about a chair like that. I would be too busy
designing a more comfortable chair for people that have normal knees.
>>No, I can't say I ever did wonder about a chair like that. I would be too
busy designing a more comfortable chair for people that have normal knees.
Well, I have to confess to finding myself wondering about all kinds of stuff
like that, be it practical or not. Call me idealistically curious 🙂
>>Call me idealistically curious 🙂
Actually I was just thinking of you as an artist mentality as opposed to a
pragmatic engineer type.
>>Actually I was just thinking of you as an artist mentality as opposed to a
pragmatic engineer type.
Heh – I didn't think I was that obvious 🙂
Interestingly enough, I was raised concentrating on my left brain, with
everyone around taking note of and encouraging that side… but that'ss all I
ever came to know and develop. Odd how when I started to become an adult this
whole new side that I never put as center in my life demanded its share of
living. Almost like it needed the rest of me to mature before showing itself,
and making me act like the kid I never was 🙂