Forum Replies Created

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  • Ryan Hill

    June 30, 2006 at 2:43 pm in reply to: Creating a solar system

    Really the only benefit of using that formula over an elliptical path or a scaled rotating null, is that the speed of the planet varies over the course of one orbit.

  • Ryan Hill

    June 30, 2006 at 2:43 pm in reply to: Creating a solar system

    Really the only benefit of using that formula over an elliptical path or a scaled rotating null, is that the speed of the planet varies over the course of one orbit.

  • Ryan Hill

    June 30, 2006 at 2:39 pm in reply to: Creating a solar system

    Depending on how precise you want to be with the orbits being elliptical vs. circular.

    If you want to be really precise, employ Kepler’s laws as an expression
    https://en.wikipedia.org/wiki/Kepler's_laws_of_planetary_motion#Solution_for_the_motion_as_a_function_of_time

  • Ryan Hill

    June 30, 2006 at 2:39 pm in reply to: Creating a solar system

    Depending on how precise you want to be with the orbits being elliptical vs. circular.

    If you want to be really precise, employ Kepler’s laws as an expression
    https://en.wikipedia.org/wiki/Kepler's_laws_of_planetary_motion#Solution_for_the_motion_as_a_function_of_time

  • Ryan Hill

    June 28, 2006 at 4:43 pm in reply to: slow motion

    You will get the smoothest results by shooting it overcranked. If you’ve shot something at 30 fps, and play it half as fast, it’s obviously going to be 15fps.

    There are some plug-ins, such as Twixtor, that will do a decent job interpreting what half-way between frames should look like, but there is a risk of weird little artifacts if it interprets the raw footage wrong.

  • Ryan Hill

    June 20, 2006 at 12:17 am in reply to: Hue and saturation based desaturation

    Oooh. And I found another nice tool, Channel Combiner, which I could use to convert RGB to HLS, apply curves like Justin suggested, then convert back again.

  • Ryan Hill

    June 19, 2006 at 2:28 am in reply to: Hue and saturation based desaturation

    So I duplicated the layer three times.
    I used hue/saturation on the middle layer, selected a large portion of the hue spectrum and desaturated that. Then, so it wouldn’t desaturate very saturated things, I used shift channels on the top layer so RGB was replaced with saturation. Then I used it as a track matte on the desaturated layer. I tweaked all of this with levels at various places, most importantly on the top layer. And we’re good.

  • Ryan Hill

    June 19, 2006 at 2:05 am in reply to: Hue and saturation based desaturation

    Huh. I never noticed that part. Hue/saturation is much more complex than I remembered. Maybe I can get it to do similar to what I’m looking for.

  • Ryan Hill

    June 16, 2006 at 3:15 pm in reply to: has anyone created a kaleidoscope effect before?

    The point is that whatever segment of the image you see, you’ll know what part it is.

  • Ryan Hill

    June 14, 2006 at 2:53 pm in reply to: 3d and Displacment maps? (matrix effect)

    Maybe card dance? Works best if you can line up every card with a chunk of text so nothing gets cut in half.

    Or take your displacement map and make it so everything to the left moves right, everything to the right moves left, and everything from the bottom moves up. It would take a bit of math to get all the gradients right, but I think it’s theoretically possible.

    Maybe use something like a horizontal cylinder, and then match up the cylinder to another layer that has the bottom half masked out.

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