#FIELD-NO-DOUBLE & .IFLs
9 messages in this thread
HELP!! We're working on a project which requires smoothly-animated (as in
field-rendered) MAPPING!! I was hoping that setting "FIELD-NO-DOUBLE" in the
3DS.SET file to ON/YES/TRUE would allow this. It apparently does not. It does
cause each frame in the Keyframer to represent one rendered FIELD instead of
one rendered FRAME, but the counting in .IFL files apparently follows the
number of rendered FRAMES instead of FIELDS, regardless of that setting or the
"Nth Frame Serial Numbering" option in the Render/Setup/Options dialog box.
For instance, if I have a material mapped with an .IFL in the
Self-Illumination Map as follows:
allblack.gif 10
allwhite.gif 100
so that the faces so mapped will "light up" at frame 11 and remain lit for
another 100 frames, it does this for FRAMES regardless of the FIELD-NO-DOUBLE
setting! So that if I render frames 10 – 11 with the setting OFF, I get two
frames: frame 10 with the faces not glowing, and frame 11 with the faces
glowing. This is how it should be. But with the setting ON, I should get ONE
frame, frame 5, with the first field having the faces not glowing and the
second field having the faces glowing! This isn't what happens. Both fields
have the faces not glowing. In fact the faces won't glow at all until the
keyframer gets to rendering frame 22 by its reconing (frame 11 as per the
output filenames)! Then the object is glowing in both fields from there through
the next TWO hundred KF frames!
It's even worse when the effect I want is a glowing (or transparency or
other effect) WIPE over SEVERAL frames. Say, I want to cause a curved (lofted
with mapping coordinates) neon tube to light up but not all at once: I want it
to light at one end and have the light progress slowly to the other end until
the entire tube is lit. I use Animator Pro's JOIN feature to build a simple
left/right wipe over, say, 60 frames (I want this to last a full second, and
since I'm planning on rendering to fields such that one KF frame = one rendered
FIELD instead of FRAME, we're talking 60 Animator Pro frames per second, not 30
here). I then use Animator Studio to strip this down into numbered .GIFs so I
can make an .IFL that will let me start the wipe when I want it (by putting
ALLBLACK.GIF for the number of frames the tube is to be off, followed by the
numbered wipe .GIFs, followed by ALLWHITE.GIF for the remainder of the
animation or for the number of frames the tube is to be ON).
In this case, with FIELD-NO-DOUBLE ON, it SHOULD render as I planned: the
wipe happening over ONE second (30 frames, 60 fields/KF frames), but it does
not. Not only does it render the wipe over TWO seconds, but it also happens
twice as far into the animation since the ALLBLACK.GIF is ALSO doubled! If I
cut the durations in half and use only every other frame of the wipe, I've lost
the whole advantage of having FIELD-NO-DOUBLE in the FIRST-place: while the
actual moving objects may be animated with field-rendered smoothness, the
neon-wipe effect is strobing/jerky like anything else rendered to FRAMES would
be!!
HELP!!! We NEED this to work for a project due NOW!!!!
Hello!
I'm not sure exactly what you are doing, but if you absolutely have to have
perfectly smooth animations and you can't any other way, just render twice the
number of frames required (in frame mode) and use a utility to pull every other
line from alternating files to create perfect fields.
We used to do this in the early VistaPro days, worked perfectly.
Greg Pyros
We thought of that and can do that. It just takes too long to be done on a
regular basis. We used another workaround for the critical project mentioned.
The point is that this is just something else that needs to be taken care of in
the promised "continuing support for DOS 3DS" in the face of WinNT 3DS MAX.
Basically, FIELD-NO-DOUBLE, the ONLY actual new feature in the core 3DS program
for 3DSr"4" that provided a true ability apparent in the output (as opposed to
faster performance that saves time but does nothing for the output) that
doesn't require plug-ins, just does not work right. Period.
M&M:
>> We used another workaround for the critical project mentioned.
So what did you do? Don't leave me in suspense here!
Greg Pyros
What we did was use animated Matte Objects to selectively reveal portions of
the neon tubes. It wasn't perfect but it was smooth. Adding Motion Blur to both
the ball and the Matte rectangles helped adjust for timing errors between the
two and also enhanced the smoothness.
>> use a utility to pull every other line from alternating files to create
perfect fields. <<
In addition, once your double-length frames are rendered, you can "fieldify"
in Video Post using an IFL in two entries. One with an alpha mask of even
lines – the second with an odd line alpha mask.
– Dave
Dave:
Good Video Post idea! I like it. :^)
Greg Pyros
>> Video Post idea! <<
Thanks, but I can't take full credit for it. One of the VP gurus here posted
this idea a few months ago…
– Dave
Yow! That's an EXCELLENT idea! I'm kicking myself for not thinking of it, as
that concept is basically what my FIELDER.POC (here in the Library) POCO
routine does in Animator Pro! Actually, you only need ONE alpha mask file. The
Video Post Queue should look like this (view this with a Fixed Font if using
WinCIM or MacCIM or some such):
Queue Alpha Trans Timeline
=========================================================
ANIM*.JPG *————————*
ANIM*.JPG 2NDFIELD.GIF *————————*
Set "Render Every Nth Frame" to "2" and "Nth Sequential Numbering" to "Yes."
"2NDFIELD.GIF" should be a grayscale file of the size needed with either odd or
even lines set to white and the others black depending on your system's
required Field Order. The secret is the offsetting of the second line's
timeline by one frame (field). There is no need to waste CPU time and RAM by
supplying an inverse alpha mask for the first queue line, as those scan lines
from it will be overlaid anyway by every other scan line from the second queue
line.
Alternatively, you can kill two birds with one stone by using "[KF Scene]"
in place of "ANIM*.JPG" or whatever.
This seems to be a way to do FIELD-NO-DOUBLE without having to change the
3DS.SET file, and it should work just fine in 3DSr3 or even r2! The only bad
thing is that this now reduces the grand total of user-visible new core (as in
non-plugin) features of 3DSr"4" relative to 3DSr3 to a Big Fat ZERO!!
By using a .FLC in those two lines, you make my POCO routine obsolete for
anyone who has 3DS. 🙂