Mark Doctor
Forum Replies Created
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…Or try creating the clean plate with Photoshop and the clone-stamp-tool…
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Mark Doctor
January 29, 2019 at 10:46 pm in reply to: Pressing issue ???? Problems with simple 3D cube. Planes look like they are not aligned when zoomed outThat’s true, I was always under the impression that AE could render its frontview-preview. Wich it can’t.
The errors on the cube can apear. When non square pixels are used or classic-3d render settings.
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Mark Doctor
January 29, 2019 at 7:25 am in reply to: Pressing issue ???? Problems with simple 3D cube. Planes look like they are not aligned when zoomed outScripts? Where we’re going, we don’t need scripts.
Make a square solid 100px and a 50px z-space offset on the anchorpoint.
Duplicate the solid and rotate the second solid at the y-axis 180°.
Select both solids and duplicate them. rotate both at the same time 90° along the x-axis.
Keep them selected and duplicate both once more, now rotate them 90° along the z-axis.
Voila a perfect cube. You can select every face and pre-comp them for easy replacement. Or use a color effect on every face.
Select all 6 faces and hit s to scale all at once. Or parent them to a 3d-null at the center of the cube to add movement and scale.
P.s. Don’t add a camera if it needs to be isometric.
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Read and write speed is more important for rendering . I use for example a pci-express ssd. But also a RAID configuration changes read and write speed.
Greets Mark
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All Memory & Disk Cache = Purges both the RAM and Disk Cache (on the HDD).
All Memory = Purges the RAM only.
Undo = purges all levels of undo’s at RAM
Image Cache Memory = purges uncompressed images for RAM previewing
Snapshot = purges 1 a 4 snapshots for comparison stored at RAM
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I’m sorry I didnt kept the project.
Just freez the second frame, use RepTile and a fastblur. It will take less than five minutes to create.
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Mark Doctor
December 27, 2018 at 3:50 am in reply to: I want to recreate this floating glass cube effectTry using an environmentlayer with a color gradiënt effect aplied to it . Or use multiple colored lights combined with the specular reflection of the cube.
And the surface of the cube isn’t realy that flat, so the light source dynamically changes.
Greets Mark
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Harddrives often can’t feed the videostream fast enough and compressed frames are more efficient to buffer. Despite the extra video processing.
Uncompressed is lossless, but lossless isn’t uncompressed.
So asking for the best quality of compression when lossless-compression is used, doesnt make sense if diskspace isn’t considerd. And the use of compressed material doesnt need to be avoided.
Besides my personal preference of image sequences, good old “animation” set at 100% will do. But i believe that beter formats are currently available.
Useful info about rendering and the workflow attached to it:
https://helpx.adobe.com/after-effects/using/basics-rendering-exporting.html
Greets Mark
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I think its a loop were the time remap is driven by the soundkeys. It makes te star explosion also accelerate.
Greets Mark
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Too many uncertainties. Upscaling depends completely on your source material. I’ve pre-comped final projects in the desired resolution and scaled them up by hitting.
Ctrl (cmd)+alt+F
And by marking the checkbox “continues restarization” to on. I think it also can be done by just changing the render settings, but you would lack a good preview. Also color profile and bit-depth might need some alteration.
Any lossles huffman based codec will do the job. Lossles RLE compression will not always guarantee speeding up rendering and playback. I like to use image sequences for multiple reasons and always suggest it. Besides that I also like to use the Premiere dynamic link feature. And in the early days i did a lot of offline editing.
Image manipulation works frame by frame, there’s no rush to give a realtime stream. AE works like an automated Photoshop. It loads the frame into the memory, manipulates the image with a set of rules it has been given and spits out the answer.
The more instructions it has to do before it writes down the final answer, the larger the memory that is needed. Thats why breaking down the project in multiple render passes allows you to do more complex manipulation, with limited memory and often it allows for multiprocessing.
A Full HD frame isn’t that shocking
1920 x 1080 x 32bits x 4 channels / (8 bytes x 1000^2) = 33 MBHaving bulk of memory is practical for realtime viewing and faster rendering, but not a “must have” to finish the job.
Greets Mark