Forum Replies Created

Page 129 of 152
  • Pierre Jasmin

    February 12, 2007 at 9:07 pm in reply to: Problems rendering Twixtor in Premiere Pro 2

    Can you send me a Project with a 1 second clip so I can look at it
    techsupport@revisionfx.com
    Red Footage would be indication of something not the same res

    Pierre

  • Pierre Jasmin

    February 12, 2007 at 9:07 pm in reply to: Problems rendering Twixtor in Premiere Pro 2

    Can you send me a Project with a 1 second clip so I can look at it
    techsupport@revisionfx.com
    Red Footage would be indication of something not the same res

    Pierre

  • Pierre Jasmin

    February 6, 2007 at 8:07 pm in reply to: Using FieldsKit with 59.94i HD footage

    In case, another thing that can happen, if in the precomp you did FieldsKit then in Twixtor you set Input as No Fields

    Pierre

  • Pierre Jasmin

    February 6, 2007 at 8:07 pm in reply to: Using FieldsKit with 59.94i HD footage

    In case, another thing that can happen, if in the precomp you did FieldsKit then in Twixtor you set Input as No Fields

    Pierre

  • Pierre Jasmin

    February 5, 2007 at 4:36 pm in reply to: Using FieldsKit with 59.94i HD footage

    What application are you running in?
    I suspect you are dropping a 59.94 FPS comp into a 29.97 comp and are not setting Input Frame Rate to 59.94 in Twixtor.

    Could be something else, maybe the easiest for you is to send a project to techsupport@revisionfx.com (3 frames of source media should be enough here for that)

    Pierre

  • Pierre Jasmin

    February 5, 2007 at 4:36 pm in reply to: Using FieldsKit with 59.94i HD footage

    What application are you running in?
    I suspect you are dropping a 59.94 FPS comp into a 29.97 comp and are not setting Input Frame Rate to 59.94 in Twixtor.

    Could be something else, maybe the easiest for you is to send a project to techsupport@revisionfx.com (3 frames of source media should be enough here for that)

    Pierre

  • Pierre Jasmin

    January 31, 2007 at 6:42 pm in reply to: one scanline crop before Twixtoring…

    Unfortunately in AE, putting a mask in the layer and retrieving it at different times does not work.

    So, Either drop your footage into a smaller comp and then put that smaller comp into your current comp (so that layer will be smaller) or in that subcomp if the source has a full on alpha to start, add a rectangular rotomask to cover with zero alpha the bad pixels and If you have the PRO version, you can instead in a subcomp use that for FG1 (Matte chan Alpha, and set Display to render “FG1 Twixtored” only). If you have PRO and it’s always the same, you can make an RGBA still that shapes the valid pixels area and reference that as FG1 matte.

    Pierre

  • Pierre Jasmin

    January 31, 2007 at 6:42 pm in reply to: one scanline crop before Twixtoring…

    Unfortunately in AE, putting a mask in the layer and retrieving it at different times does not work.

    So, Either drop your footage into a smaller comp and then put that smaller comp into your current comp (so that layer will be smaller) or in that subcomp if the source has a full on alpha to start, add a rectangular rotomask to cover with zero alpha the bad pixels and If you have the PRO version, you can instead in a subcomp use that for FG1 (Matte chan Alpha, and set Display to render “FG1 Twixtored” only). If you have PRO and it’s always the same, you can make an RGBA still that shapes the valid pixels area and reference that as FG1 matte.

    Pierre

  • Pierre Jasmin

    January 19, 2007 at 4:22 pm in reply to: RSMBvector and FG/BG motion blur depth sorting.

    -> For now you sometimes have to split your render into different passes
    :: yep but it’s pretty complicated when you have a complexe geometry in movement,

    **** I have seen some people use Object Id tags (how to vary per render). It’s tricky due to their non anti-aliased nature and would deserve a tutorial. To handle the background case then (hole where the FG is), one can use RE:Fill otherwise the combination of bg and FG mblur might not total 100% opacity at some pixels.

    -> In some cases (eg the background does not move), you can simply key out zero motion (0.5, 0.5, 0) off the Velocity image to avoid edge artifacts.
    :: when i do this, it looks like if my character is motion blured, but then cutted out through it’s non blured alpha. in my opinion, the blur should take acount of the Z information, in order to know what to blur “on” and what to blur “behind”.

    **** This will also fail sometimes. Hopefully in some future we will address this better (with more UI to set and longer processing as a result). You can sometimes get better result from the optical flow based plugin for these.
    Not what you want to hear but you can sometimes use one to patch the other with a quick very rough very feathered matte. Also the optical flow one allows you to select FROM or TO so you can do the inverse motion of the CG rendered flow, and then just blend the two results maybe.

    :: For the moment, we have some blured part, but sharp edge at the discontinuity of motion…

    **** If you use the FG matte for FG pass on the MV and FG, and the inverse matte on BG for MV, you should not see some silhouette cutout edge (you might still see some intra-object motion blur anomalies). If so try choking the FG matte by 1.5 pixels to see.

  • Pierre Jasmin

    January 19, 2007 at 4:22 pm in reply to: RSMBvector and FG/BG motion blur depth sorting.

    -> For now you sometimes have to split your render into different passes
    :: yep but it’s pretty complicated when you have a complexe geometry in movement,

    **** I have seen some people use Object Id tags (how to vary per render). It’s tricky due to their non anti-aliased nature and would deserve a tutorial. To handle the background case then (hole where the FG is), one can use RE:Fill otherwise the combination of bg and FG mblur might not total 100% opacity at some pixels.

    -> In some cases (eg the background does not move), you can simply key out zero motion (0.5, 0.5, 0) off the Velocity image to avoid edge artifacts.
    :: when i do this, it looks like if my character is motion blured, but then cutted out through it’s non blured alpha. in my opinion, the blur should take acount of the Z information, in order to know what to blur “on” and what to blur “behind”.

    **** This will also fail sometimes. Hopefully in some future we will address this better (with more UI to set and longer processing as a result). You can sometimes get better result from the optical flow based plugin for these.
    Not what you want to hear but you can sometimes use one to patch the other with a quick very rough very feathered matte. Also the optical flow one allows you to select FROM or TO so you can do the inverse motion of the CG rendered flow, and then just blend the two results maybe.

    :: For the moment, we have some blured part, but sharp edge at the discontinuity of motion…

    **** If you use the FG matte for FG pass on the MV and FG, and the inverse matte on BG for MV, you should not see some silhouette cutout edge (you might still see some intra-object motion blur anomalies). If so try choking the FG matte by 1.5 pixels to see.

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