Forum Replies Created

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  • Kalleheikki Kannisto

    September 8, 2020 at 6:14 pm in reply to: Question on BlackMagic Design BMD-CINECAM26KEF

    I guess it depends on who you ask… I certainly still use mine for that purpose, as well as the original FHD pocket camera.

  • Kalleheikki Kannisto

    September 8, 2020 at 3:03 pm in reply to: Lenticular setup

    Not that I’ve ever made a lenticular image, but are you sure you don’t need 4 pixels of one image followed by 4 pixels of the other rather than 2 and 2? As far as I can tell you’re getting 150 lpi with the 2 +2 method.

  • Kalleheikki Kannisto

    September 8, 2020 at 2:57 pm in reply to: Reverse table of contents

    If the text is normal Western direction with one rotated 180 degrees and starting from end of the other, you’re better off making two separate books the normal way and combining at PDF stage for printing. If it is actually written backwards like Japanese or Hebrew, there are (or at least used to be) special versions of InDesign to handle such languages. ME for Middle Eastern, for instance.

  • Kalleheikki Kannisto

    September 8, 2020 at 12:44 pm in reply to: Element Render Flickers When AO is Applied

    AO has its own set of settings under Render which need to be adjusted similar to multisampling.

  • Kalleheikki Kannisto

    August 10, 2020 at 6:13 pm in reply to: Smooth expression

    Encountered the same problem when trying to smooth 3D camera tracking orientation values, I used this expression to fix the issue. I’m guessing it breaks at the 180 degree rotation point, but at least the usual 0 to 360 flip is fixed by this.

    n = 24;// number of frames to smooth in each direction
    fps = 24;
    xRot = 0;
    yRot = 0;
    zRot = 0;
    for (i=-n; i < n+1; i++) { xRotT = (transform.orientation.valueAtTime(time+i/fps)[0]+180)%360; yRotT = (transform.orientation.valueAtTime(time+i/fps)[1]+180)%360; zRotT = (transform.orientation.valueAtTime(time+i/fps)[2]+180)%360; xRot += xRotT; yRot += yRotT; zRot += zRotT; } xRot = xRot/(n*2+1)-180; yRot = yRot/(n*2+1)-180; zRot = zRot/(n*2+1)-180; [xRot, yRot, zRot]

    Kalleheikki Kannisto
    Senior Graphic Designer

  • Kalleheikki Kannisto

    June 16, 2020 at 4:41 pm in reply to: Texture problem

    (Please see previous answer)

    Kalleheikki Kannisto
    Senior Graphic Designer

  • Kalleheikki Kannisto

    June 16, 2020 at 4:38 pm in reply to: Texture problem

    Wrapping a square around a sphere, something’s gonna get stretched, something squished. With spherical mapping the top edge of the map squeezes into a point, while the bottom (or middle) stretches to double around the equator.
    Polar-to-rectangular gives you a reasonably good reverse distortion to counter-act this — for one hemisphere, that is.
    If you need a smaller texture, you need to shrink and tile the texture first (to 1/2, 1/3, 1/4… so as to retain seamlessness) before applying the polar-to-rectangular distortion. You can’t adjust the size after the distortion.

    Kalleheikki Kannisto
    Senior Graphic Designer

  • Kalleheikki Kannisto

    June 16, 2020 at 4:23 pm in reply to: Texture problem

    If you use Brian’s version of the texture, mapped with spherical mapping on a hemisphere, you get the result on the right, with the original texture you get the result to the left. Note 2 tiles along the V coordinate. Works the same with the original UV mapping of the procedural hemisphere.

    Kalleheikki Kannisto
    Senior Graphic Designer

  • Kalleheikki Kannisto

    June 15, 2020 at 2:12 pm in reply to: Modeling a key

    My approach would be: make a torus, duplicate and offset it, remove a section of each where they overlap and connect the rest.

    Kalleheikki Kannisto
    Senior Graphic Designer

  • Hi Brian,

    Thank you, very helpful. I’ll read up on the take system, a new aspect for me.

    Best regards, Kalle

    Kalleheikki Kannisto
    Senior Graphic Designer

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