Forum Replies Created

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  • Paul Curtis

    June 18, 2012 at 6:07 am in reply to: Dreamcolor, Resolve and new Windows setup

    I understand, the Aja seemed more expensive that the DeckLink Displayport box that BMD now do, the DeckLink external box takes SDI and converts it to displayport to 4:4:4 RGB. My thinking was that i can have this external box doing the conversion. I can feed it with a simple SDI card (only 4:2:2) from the PC and perhaps use a thunderbolt SDI for the Mac, so both SDI’s can feed into the DeckLink for monitoring.

    On the other hand the deck link extreme 3D PCIe card will do 4:4:4 directly but even so, the above solution is cheaper and does allow for me to find a 4:4:4 solution at a future point if i decide that the proposed set up isn’t good enough. The external box also supports a LUT so might be useful for onset monitoring at some point.

    thanks
    Paul

  • Paul Curtis

    June 17, 2012 at 3:43 pm in reply to: Dreamcolor, Resolve and new Windows setup

    I think the DeckLink route is cheaper overall. Plus you’re never going to convert 4:2:2 to 4:4:4 anyway? I will investigate further though..

    thanks
    Paul

  • Paul Curtis

    June 13, 2012 at 9:16 am in reply to: Dreamcolor, Resolve and new Windows setup

    Peter, thank you.

    Looks like i’m going to run the DC through a BM SDI, then HDLink to display port. As i understand it the DC needs RGB and all the SDI solutions from BM are YUV, hence the HDLink convertor.

    AFAIK SDI is only 4:2:2, for 4:4:4 i would need 3G SDI and there aren’t many reasonable options there (that don’t take up precious PCI slots). Although i keep looking.

    You mention the 570GTX but how about the newer cards? 670 has many more cores and lower power requirements – are these not compatible with Resolve?

    Would i be better off with geforce cards and not quadro then?

    thanks
    Paul

  • Paul Curtis

    June 12, 2012 at 9:02 am in reply to: Dreamcolor, Resolve and new Windows setup

    Peter, thank you for such a quick response. A couple of clarifications please!

    The 3D was for 3D vfx work, not stereoscopic work.

    Why is the quadro required for the UI GPU, out of curiosity?

    So i could get away with a single 4000 card to start with, and it *will* use the CUDA on the 4000 but it won’t be as good as dedicating a separate card, am i correct?

    Yes the dreamcolor is grading only, i have other monitors for UI work. I presume it’s fed separately from a video source for accuracy and frame rate syncing reasons. But if it was hanging off the quadros display port as a normal windows second monitor would i see colour accurate work on it? Or could i point resolve to use it as the output monitor?

    thanks
    Paul

  • An awful lot of real world REC709 accommodates extended range, i find it odd that FCP X will show you the range but not let you get it out. This is from original media so there has been no transcoding. I don’t see why an OpenEXR frame (Export Frame) would not include it all! At least a check box option.

    Of course if FCP X had an eye dropper i wouldn’t need to export the frame!

    I know Mac OS X has the system eye dropper but i presume it’s reading off the LCD data so i don’t know how accurate it is…

    cheers
    Paul

  • Paul Curtis

    April 20, 2012 at 3:37 pm in reply to: Slipping Angles in Multicam – Is it possible?

    Andy,

    Thanks. I managed to work out that i could slip the video without it affecting other edits but the tip on connecting the audio in the main timeline was a good one. Saved me a little head scratching!

    cheers
    Paul

  • Paul Curtis

    April 19, 2012 at 7:07 am in reply to: Slipping Angles in Multicam – Is it possible?

    Sadly that wasn’t possible as prior to the session the track didn’t exist. Yes, i know it’s not ideal but that’s what i’m left with.

    I can strip the finalised audio track separately no problem, but how do I slip the video in a multi cam set up?

    i.e. so i have one multi cam track where i’m bouncing between angles, but in one of the angles i want to nudge the video within the multi cam edit back and forth a bit. I’ve not been able to work out how to do this?

    thanks
    paul

  • Paul Curtis

    April 2, 2012 at 2:57 pm in reply to: AE 3D Camera not motion blurring

    Brian

    That’s really odd. I set up a bare bones project to test

    1) Camera static, fast moving POV key framed

    a) Add a solid – it’s motion blurred as expected
    b) Change solid to an image comp – blurred as expected
    c) Project from a light onto the solid – no blur except the edges

    So you’re seeing blur with c)?

    What version of AE are you using, i’m on CS5 still

    thanks
    Paul

  • Paul Curtis

    April 2, 2012 at 12:24 pm in reply to: AE 3D Camera not motion blurring

    Actually just to add to this.

    It appears that when you project through a light onto a solid (camera projection), the outer shape of the solid will blur but the projected image inside will NOT blur.

    The source projecting layer will blur if i look at it.

    I assume this sounds like a bug to me. I’m on CS5 still, i wonder if anyone has CS5.5 and can confirm or deny whether it’s been fixed?

    thanks
    Paul

  • Paul Curtis

    April 2, 2012 at 9:39 am in reply to: AE 3D Camera not motion blurring

    Brian

    Yep, that’s all on.

    So you think that if you animate the point of interest for a camera view then i should see motion blur for it? Even though the camera itself isn’t moving?

    thanks
    Paul

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