Forum Replies Created

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  • Daniel Crooks

    December 7, 2013 at 2:20 pm in reply to: weird red flash frames

    hi Todd

    that’s great to hear.

    ../dc

  • Daniel Crooks

    October 28, 2013 at 12:13 pm in reply to: Warp Stabiliser kills straight RGB alpha output ?!

    ah man, it does it with the Pixel Motion Blur effect as well…. I give up.

  • Daniel Crooks

    October 28, 2013 at 10:09 am in reply to: Warp Stabiliser kills straight RGB alpha output ?!

    hey Roland

    I hear what your saying about doing the Warp first but in this particular instance I can’t.

    I’ve put a small .aep here to illustrate.

    6687_warpalpha.aep.zip

    and here’s a jpeg, the top row is with the warp effect disabled, and teh bottom row is warp on. Both of the RGBs and the Alphas look identical but see how the far top right still has all the original RGB info where as the bottom right just has black boxes… ugly…

    ../dc

  • Daniel Crooks

    October 28, 2013 at 3:42 am in reply to: Warp Stabiliser kills straight RGB alpha output ?!

    hi Roland and thanks for looking into this.

    I’m probably not explaining myself very clearly. when I say Straight RGB I’m meaning outputting a file that contains the alpha channel and clean (non pre-mutliplied) RGB channels. I use the “show rgb channels” button in the comp window – view as “RGB Straight”.

    The Warp FVX will output a perfect pre-multiplied alpha but this is no good as I need to the keep the clean (or Straight) RGB info in the file.

    for testing create a precomp with a piece of footage in it. Bring that into another comp and apply Warp VFX. now go back to the precomp and apply a mask to the footage. Come back to warp comp and view channels as “Straight RGB”, then turn off the Warp effect and you’ll see what i mean…

  • Daniel Crooks

    October 28, 2013 at 12:30 am in reply to: Warp Stabiliser kills straight RGB alpha output ?!

    normally I would, but in this particular case I can’t.

    and given the normal RGB + Alpha works fine, it does seem odd that WARP disables the Straight RGB…

  • Daniel Crooks

    October 21, 2013 at 1:07 pm in reply to: independent Alpha control

    Roland, you are a legend !!!

  • [Erik Lindahl] “The i7 is MUCH faster for MHz on single-threaded operations”

    hi Erik, that is very interesting information. at least I feel a little less harsh on my old mac pro. So, I’m thinking of selling the X5680s and just getting W5590s (keep the GHz but lose the cores) and spending the difference on RAM, i.e 96GB of 1333, that way I figure I can allot 6GB per process and have 12 cores for MP with fair amount of headroom. Does that make sense ?

  • so, I don’t have any effects whatsoever it’s just a single video file that has been cut up (masked) and placed around the frame (128 layers), no expressions, no blending modes nothing. I really thought the clock speed increase would result in a linearly proportional render time decrease

    I hadn’t been expecting render times to be halved like in C4D as i don’t have the RAM to max the CPUs but I had expected a little more than 13%.

    Interestingly, I’ve found launching separate instances of AE non-MP actually renders remarkably quicker than letting AE handle it through MP. My only concern is the disk access from 6 separate instances…

    and finally why is the OSX version of AE so much slower than the Windows version. I’ve asked this before but i am still amazed by the following statistic:

    MacPro 2x 3.3GHz , 32GB RAM, Super fast raids (>$15k) = render time of 1:15
    Windows i7 960, 12GB RAM, internal 7200 drives (<$2k) = render time of 1:41

  • Daniel Crooks

    June 10, 2012 at 6:57 am in reply to: Decaying bounce with increasing frequency ?

    for anyone who finds this thread in the future I found the answer.
    the legendary Dan Ebberts posted it 8 years ago !
    https://forums.creativecow.net/archivepost/2/421968
    now if only I could understand what is actually going on…

  • Daniel Crooks

    June 9, 2012 at 2:55 am in reply to: Decaying bounce with increasing frequency ?

    anybody ?

    I’ve been banging my head against this for three days now without any joy. I’ve tried every way I can think to tie the frequency of bounces to the decay but I can’t get it stable.

    from online research most bouncing ball solutions use velocity and vector maths with variables for gravity and restitution. but this needs an environment which remembers it’s last state (not what after effects does). Is it impossible to do without the old “calculate every value up to this frame” trick…

    my head is hurting.

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