CompuServe Thread

#FIELD-NO-DOUBLE & .IFLs

9 messages in this thread
#187419From: Marion K. MarksAug 26, 1995 3:47 PM
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!!!!
#187455From: Aug 26, 1995 9:26 PM
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
#187651From: Marion K. MarksAug 28, 1995 11:37 AM
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.
#187727From: Aug 28, 1995 3:42 PM
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
#188158From: Marion K. MarksAug 30, 1995 4:10 PM
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.
#188074From: David J. MarksAug 30, 1995 10:35 AM
>> 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
#188126From: Aug 30, 1995 2:06 PM
Dave: Good Video Post idea! I like it. :^) Greg Pyros
#188210From: David J. MarksAug 30, 1995 8:05 PM
>> 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
#188159From: Marion K. MarksAug 30, 1995 4:11 PM
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. 🙂