CompuServe Thread

#Vpost Mblur

10 messages in this thread
#181178From: Ronald K. LussierJul 20, 1995 3:57 PM
Hi, When using Scene Mblur the "Consistant render" is lost. (Consistant render meaning the fact that an unchanged (3D) background will be represented by the same pixelization every frame if no lights (or the camera) are moved.) I'm getting some serious crawl in my shots, and Scene Dithering is set to zero. I do use 24-bit dither, but not 8-bit dither, and that doesn't affect the non VP Mblurred shots) On another note. I hope you won't forget 8-bit when you go to NT. I've become a huge fan of high frame rate, and I am glad to give up 24-bit, high res, for consistant, smooth, high rate, synchronized playback (and smaller files). And what about 2D support? I love AniPro, and will miss it dearly when [we] move to NT. I expect we'll have to rely on Autodesk to handle pulling AAS together by the time R5 comes out, or find our own solution. (Though I expect AAS to be a good product eventually, it's just too young to be out in public.) Thanks, – Ron
#181189From: Jonas Ruikis [ADESK]Jul 20, 1995 4:41 PM
Hi Ronald, << When using Scene Mblur the "Consistant render" is lost. (Consistant render meaning the fact that an unchanged (3D) background will be represented by the same pixelization every frame if no lights (or the camera) are moved.) >> If you have a reproducable case, please upload it to the library with the keywords "Problem File for Review".
#181251From: Ronald K. LussierJul 20, 1995 10:11 PM
>>If you have a reproducable case, . . . Thanks, I just put it up to this Library. It is not not difficult to recreate, just render anything still (a fogged background) with VP motion blur. – Ron
#181546From: Jonas Ruikis [ADESK]Jul 22, 1995 3:00 PM
Hi Ronald, << >>If you have a reproducable case, . . . Thanks, I just put it up to this Library. It is not not difficult to recreate, just render anything still (a fogged background) with VP motion blur. >> I spent some time on this today. And have a few questions. Were you seeing the crawling effect while viewing *.tga video output or in the *.flc file. If it was in the *.flc file, did you use a custom palette? Scene motion blur as defined on pg 8-137 tries to accentuate motion especially if the camera is moving while object motion blur, pg 8-72, adds an addition blur to individual moving objects. In your project file, nothing is moving. In this case, you could render one frame and use it in video post as a bitmap entry for as many frames as needed without the overhead of rerendering. jonas[adesk]
#181577From: Ronald K. LussierJul 22, 1995 8:57 PM
Hi Jonas, You can call me Ron, I just never change my name when I join forums. >> Were you seeing the crawling effect while viewing *.tga video output or in the *.flc file. If it was in the *.flc file, did you use a custom palette? << I was viewing the flic file. And it occurs with both High and Custom palettes. >>Scene motion blur as defined on pg 8-137 tries to accentuate motion especially if the camera is moving while object motion blur, pg 8-72, adds an addition blur to individual moving objects. In your project file, nothing is moving. In this case, you could render one frame and use it in video post as a bitmap entry for as many frames as needed without the overhead of rerendering.<< That was just the simplest example I could create to show that it happens. (I use compositing whenever possible.) Yes, I use Object motion blur when I can. That's probably why I have taken this long to find this. Sometimes I want more than 8 iterations of an object to create the blur.(!) And many times the camera is not moving at the start or end of the shot. – And yes, I can use a bunch of entries in VP to change and eliminate the Mblur (rather involved for a long shot). But with the difference between the dithering attained from VP Mblurred shots and frames without it, the animation will have a "pop" in it when I switch to the blurred version, which you want to do when the camera is moving slowly, so as to avoid _that_ pop, . . and it just takes more set up time. I have been extremely pleased the way 3DS has always put out consistant renders to keep Delta compression high, and was concerned to see that not available with a favorite feature of mine. If it's not easy to fix, it may not be worth it. (It's not that easy with many SGI packages, you have to turn Jitter off & use full anti-aliasing (oversampling). . . tick . . tick . .) Thanks, – Ron
#181582From: Jonas Ruikis [ADESK]Jul 22, 1995 9:28 PM
Hi Ron, << . And it occurs with both High and Custom palettes. >> Well, I rendered the animation from video post with no background and alpha turned on. I then loaded a background and rendered a single frame of the object with scene motion blur to a GIF file. I then composited the background along with the prerendered images using the GIF as a custome palette. I did not get any crawling effect. jonas[adesk]
#182014From: Ronald K. LussierJul 25, 1995 3:15 PM
>>Well, I rendered the animation from video post with no background and alpha turned on. I then loaded a background and rendered a single frame of the object with scene motion blur to a GIF file. I then composited the background along with the prerendered images using the GIF as a custome palette. I did not get any crawling effect. << I'll re-check and send in a file from work (simplified), that created a problem for me in production. – Ron
#181243From: Yost GroupJul 20, 1995 8:58 PM
As Jonas said, you should send a reproducible case to him so he can analyze it. Re 8-bit, it'll be a long time before paletted displays are obsolete. Re and NT version of AAS… I'm _very_ confident that a 32-bit version of AAS is going to be a competent adjunct to 3DS/NT. By this time next year, folks will be doing amazing things for Siggraph '96 with the both of them.
#181255From: Ronald K. LussierJul 20, 1995 10:28 PM
>>it'll be a long time before paletted displays are obsolete.<< I'm glad to hear you see a future in 8-bit. >>I'm _very_ confident that a 32-bit version of AAS is going to be a competent adjunct to 3DS/NT.<< Your right, a 32-bit version of AAS will be excellent, I just can't use AAS over AP right now, with the speed difference being so painfully obvious. >>folks will be doing amazing things for Siggraph '96 with the both of them.<< And maybe I'll have something to show that I actually have the rights to! <g> Have you considered having AAS and 3DSR5 share information? (like Plug-ins for VP that can also be used (as filters?) in AAS, or AAS reading animation channels recorded with an image sequence.) – Ron
#181323From: Yost GroupJul 21, 1995 9:43 AM
Maybe once everything's a 32-bit app, running on NT, things might start to converge. – G