Peter Litwinowicz
Forum Replies Created
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I just found a reference to Output:Frame rate from our NTSC to PAL conversion FAQ. Anywhere else I should look?
Pete -
Sorry.. our FAQs are out of date.
In order to change frame rates within AE, you simply tell Twixtor the input frame rate. Twixtor 4/4.5 gets the output frame rate from the composition settings.
You don’t need to set the output frame rate anywhere… it’s automagic. For example, if you want to convert 15fps to 29.97, you drop your 15fps footage into a 29.97 composition. Apply Twixtor and set the input frame rate to 15. The output frame rate will be retrieved from the composition.
Pete
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Sorry.. our FAQs are out of date.
In order to change frame rates within AE, you simply tell Twixtor the input frame rate. Twixtor 4/4.5 gets the output frame rate from the composition settings.
You don’t need to set the output frame rate anywhere… it’s automagic. For example, if you want to convert 15fps to 29.97, you drop your 15fps footage into a 29.97 composition. Apply Twixtor and set the input frame rate to 15. The output frame rate will be retrieved from the composition.
Pete
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We’ve had no one report problems with Premiere, but that just might mean that no one is reporting the problem. Can you give some specific setups or things that you do when Twixtor crashes for you?
Pete
https://www.revisionfx.com -
[Marco] “Just wanted to ask if it is common for video gogh to work incredibly slow?? (76 hours rendering for 1 min??)
I have a fast pc and have never experienced such pain till the moment i used video gogh!!!!
Whats with this product?? I had applied video gogh to 5 layers (with default settings) and it was murdering my after effects.. its a pitty it works so poorly because the results look great once the epic rendering is finished..
“76 hours is 273600 seconds. That’s 152 seconds a frame (at 30 frames a second).
I just ran a test where I had 5 layers of 720×480 sized images, brush size of 0.1, and it took me 28 seconds a frame or so on a dual processor machine. That would be 50 seconds or so on a single processor machine. I also noticed that the longer the sequence went on the longer it took to render a frame because brushes tend to accumulate.
The reason it takes so long is because Video Gogh is doing *lots* of work. It tracks each pixel and then renders thousands (possible hundreds of thousands) of brushes.
Not sure if 152 seconds is “normal” or not. It’s certainly not out of the range of possiblities. For example, the length of time per frame greatly depends on the brush size and size of the image. However, you might want to your image cache preferences for AE. I’m wondering if you are thrashing to disk. Perhaps you should try setting AE’s image memory cache to something less than the default. Perhaps something like 60%. The less memory you have, the more it is possible you are thrashing to disk).
It would be helpful to know how much memory you have, what brush size you are using and the resolution of the images.
Pete Litwinowicz
https://www.revisionfx.com -
[Marco] “Just wanted to ask if it is common for video gogh to work incredibly slow?? (76 hours rendering for 1 min??)
I have a fast pc and have never experienced such pain till the moment i used video gogh!!!!
Whats with this product?? I had applied video gogh to 5 layers (with default settings) and it was murdering my after effects.. its a pitty it works so poorly because the results look great once the epic rendering is finished..
“76 hours is 273600 seconds. That’s 152 seconds a frame (at 30 frames a second).
I just ran a test where I had 5 layers of 720×480 sized images, brush size of 0.1, and it took me 28 seconds a frame or so on a dual processor machine. That would be 50 seconds or so on a single processor machine. I also noticed that the longer the sequence went on the longer it took to render a frame because brushes tend to accumulate.
The reason it takes so long is because Video Gogh is doing *lots* of work. It tracks each pixel and then renders thousands (possible hundreds of thousands) of brushes.
Not sure if 152 seconds is “normal” or not. It’s certainly not out of the range of possiblities. For example, the length of time per frame greatly depends on the brush size and size of the image. However, you might want to your image cache preferences for AE. I’m wondering if you are thrashing to disk. Perhaps you should try setting AE’s image memory cache to something less than the default. Perhaps something like 60%. The less memory you have, the more it is possible you are thrashing to disk).
It would be helpful to know how much memory you have, what brush size you are using and the resolution of the images.
Pete Litwinowicz
https://www.revisionfx.com -
Hello again,
Note that the section on Motion Morph in our manual strong suggests you are familiar with RE:FLex Warp. So I suggest you try just warping a picture first, instead of starting with Motion Morphing).
To be clear: the splines we refer to are AE’s masks, not paint strokes. Unfortunately, AE’s splines are used to create masks for layers, but for plugins you can create open splines that are not used to mask anything out… but are used as part of the plugin’s controls.
From the description off RE:Flex Warp (which I guess should be in a “about RE:Flex” section… we’ll try to update the manual at some point so it is more clear ):
Important: Because After Effects uses the word “mask” for geometry whether it is open or closed, we will too. Note that RE:Flex Warp uses all the masks of a layer as the warping geometry (you do not get to choose which masks are being used… ALL are used in the warping process. You do have the option of specifying a special “boundary” mask, which will be discussed below).
Hint: If you use a closed mask for warping you may want to choose “None” for the mask operator (the default is “Add”).
Hint: To create multiple open masks you’ll need to do the following: deselect the first mask before starting the second mask , or the next click will simply add the control point to the first mask.
Also from RE:Flex Warp:
Boundary: Boundary can be set to a closed mask that specifies the region where warping can occur. Regions outside the boundary are not allowed to be warped (however, if you pull a piece of the image from inside the boundary to outside the boundary, this will be allowed). The boundary mask must be a closed mask. If the boundary is set to an open mask then the boundary mask is closed for you.
Hope this helps,
Pete -
Hello again,
Note that the section on Motion Morph in our manual strong suggests you are familiar with RE:FLex Warp. So I suggest you try just warping a picture first, instead of starting with Motion Morphing).
To be clear: the splines we refer to are AE’s masks, not paint strokes. Unfortunately, AE’s splines are used to create masks for layers, but for plugins you can create open splines that are not used to mask anything out… but are used as part of the plugin’s controls.
From the description off RE:Flex Warp (which I guess should be in a “about RE:Flex” section… we’ll try to update the manual at some point so it is more clear ):
Important: Because After Effects uses the word “mask” for geometry whether it is open or closed, we will too. Note that RE:Flex Warp uses all the masks of a layer as the warping geometry (you do not get to choose which masks are being used… ALL are used in the warping process. You do have the option of specifying a special “boundary” mask, which will be discussed below).
Hint: If you use a closed mask for warping you may want to choose “None” for the mask operator (the default is “Add”).
Hint: To create multiple open masks you’ll need to do the following: deselect the first mask before starting the second mask , or the next click will simply add the control point to the first mask.
Also from RE:Flex Warp:
Boundary: Boundary can be set to a closed mask that specifies the region where warping can occur. Regions outside the boundary are not allowed to be warped (however, if you pull a piece of the image from inside the boundary to outside the boundary, this will be allowed). The boundary mask must be a closed mask. If the boundary is set to an open mask then the boundary mask is closed for you.
Hope this helps,
Pete -
Hey there,
Have you read the manual that comes with RE:Flex? Not the tutorials ReadME, but the HTML manual that is put on your disk with the plugins upon installation? This may help explain to you how to set up the masks (AE’s splines).
If you don’t know how to add an AE spline, then that’s covered in the AE manual. (not trying to be sarcastic… I just don’t know how much you know AE ).
In order to create a moving morph you’ll need to create pairs of splines… each pair consists of two splines: one that matched the source movie (the one that RE:Flex Motion Morph is applied to) and one that matches the destination movie (the one that you point to with RE:Flex Motion Morph’s ‘”Warp To” Layer’ setting).
All the masks (both the “From” and “To” masks) should be created on the layer where RE:FLex Motion Morph is applied (that is, all the masks for both the source and destination correspondences should be drawn on the “from” movie layer). RE:Flex can only access masks that are on the same layer where the plugin is applied.
This is why we let you view “Unwarped From” and “Unwarped To”.
First, apply RE:Flex Motion Morph to a layer. Set the “Warp To” Layer as appropriate.
THen you can set the Display setting to “Unwarped From” and create a mask on a particular feature in the source footage. Then set the Display setting to “Unwarped To’ and create another mask for the corresponding feature in the destination footage. That creates one pair of spline correspondence.
Then set Display to “Unwarped From” and create another spline for another feature in the source footage. Then set Display to “Unwarped To” and create another spline for the corresponding feature in the destination footage. Now you have another pair of matching splines.
You continue this process until you get all the necessary feature matching done that you think you will need (you can always add more pairs of splines later)
All the time you should be creating splines on the layer where RE:Flex Motion Morph is applied.
Hope this helps,
Pete -
Hey there,
Have you read the manual that comes with RE:Flex? Not the tutorials ReadME, but the HTML manual that is put on your disk with the plugins upon installation? This may help explain to you how to set up the masks (AE’s splines).
If you don’t know how to add an AE spline, then that’s covered in the AE manual. (not trying to be sarcastic… I just don’t know how much you know AE ).
In order to create a moving morph you’ll need to create pairs of splines… each pair consists of two splines: one that matched the source movie (the one that RE:Flex Motion Morph is applied to) and one that matches the destination movie (the one that you point to with RE:Flex Motion Morph’s ‘”Warp To” Layer’ setting).
All the masks (both the “From” and “To” masks) should be created on the layer where RE:FLex Motion Morph is applied (that is, all the masks for both the source and destination correspondences should be drawn on the “from” movie layer). RE:Flex can only access masks that are on the same layer where the plugin is applied.
This is why we let you view “Unwarped From” and “Unwarped To”.
First, apply RE:Flex Motion Morph to a layer. Set the “Warp To” Layer as appropriate.
THen you can set the Display setting to “Unwarped From” and create a mask on a particular feature in the source footage. Then set the Display setting to “Unwarped To’ and create another mask for the corresponding feature in the destination footage. That creates one pair of spline correspondence.
Then set Display to “Unwarped From” and create another spline for another feature in the source footage. Then set Display to “Unwarped To” and create another spline for the corresponding feature in the destination footage. Now you have another pair of matching splines.
You continue this process until you get all the necessary feature matching done that you think you will need (you can always add more pairs of splines later)
All the time you should be creating splines on the layer where RE:Flex Motion Morph is applied.
Hope this helps,
Pete