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"scott" <sco### [at] spamcoom> wrote:
> cyberspittle wrote:
> > Thorsten Froehlich <tho### [at] trfde> wrote:
> >> cyberspittle wrote:
> >>> I don't have a problem converting the BMPs to AVI, MPG, or even
> >>> animated GIF, as I use a network attached hard drive that an older
> >>> OS/2 Warp machine combines the individual frames to animation using
> >>> it's built-in features for multimedia. I am not sure if I am
> >>> rendering each frame at the proper resolution for HDTV output. TIA.
> >>
> >> Check out <http://en.wikipedia.org/wiki/HDTV>.
> >>
> >> Thorsten
> >
> > Hi Thorston,
> >
> > That was one of the pages I found confusing. I want to render an
> > animation for HDTV format. I am unsure which resolution to go with.
>
> Basically, do you have the hardware to show full-HD movies? You need to
> render at 1920x1080, then somehow store the animation and play it back,
> while feeding the signal into an LCD TV that has 1920x1080 resolution. It's
> not cheap.
>
> If not, go for the "lower" HDTV resolution of 1280x720. This will playback
> on your 19" PC monitor perfectly (assuming your PC and videocard are up to
> it), and will also be far quicker to render.
Scott,
That was real helpful. I'm going with the 1280x720 on my Viewsonic 19" WXGA
monitor. The 1920x1080 is outside my range. Now I just need to render and
combine the stills. I'm going with a simple 20 frame 1st then I will look
at moving my VGA animations to HD format.
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cyberspittle wrote:
> Hi ______.
>
> I've mae some animations in 640x480, but want to re-render in HD format. I
> was wondering what custom resolution that is? I searched on the internet
> (Google) but am confused, as there seem to be different resolutions; ie.
> 720p 1080i 1080p. Anyone render to WXGA monitor? I am concerned about
> stretching. Right now, I have a 19" Viewsonic WXGA monitor (cheap, I know,
> but less than $200). It looks fine on the PC, but when I output my display
> on a TV using s-video, it isn't in a wide screen. Is it a resolution
> problem (I am sharing my Win XP desktop)? TIA.
You need to set two things - the image size and aspect ratio.
To set the image size you simply make an entry into your resolution.ini
file for the appropriate size (720p = 1280x72, 1080i/p = 1920x1080).
All HDTV compatible equipment should handle all three formats equally
well, so it's upto you which one you want to use (quality-wise there
isn't much of a difference as the 1080i/p formats have to make some
sacrifices to squeeze all that info into each frame).
But pixels in an HDTV image are not square (aspect ratio of 1), so you
need to tell povray to render non-square pixels. I'm not sure if there
is a more efficient way of doing this, but I always use the camera
command for this. You simply add the "right" command to the camera,
with the desired aspect ratio after the "right command. For HDTV this
is 16:9;
camera {
location <0,0,0>
look_at <0,0,1>
up y
right (16/9)
}
Bryan
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Bryan Heit wrote:
> But pixels in an HDTV image are not square (aspect ratio of 1)
Yes they are.*
> , so you
> need to tell povray to render non-square pixels. I'm not sure if
> there is a more efficient way of doing this, but I always use the
> camera command for this. You simply add the "right" command to the
> camera, with the desired aspect ratio after the "right command. For
> HDTV this is 16:9;
>
> camera {
> location <0,0,0>
> look_at <0,0,1>
> up y
> right (16/9)
> }
This is the right thing to do, yes. But it doesn't create non-square pixels;
on the contrary it creates square pixels because the set aspect ratio in the
camera (16/9) matches the aspect ratio of the image (1280x720 or 1920x1080).
* According to Wikipedia, the pixel aspect ratio of native HD signals is a
"square" 1.0, or 1 pixel length = 1 pixel width. New HD compression and
recording formats such as HDV use rectangular pixels for more efficient
compression and to open HDTV acquisition for the consumer market, but I
think that's irrelevant with regard to rendering.
Rune
--
http://runevision.com
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Bryan Heit <bjh### [at] NOSPAMucalgaryca> wrote:
> cyberspittle wrote:
> > Hi ______.
> >
> > I've mae some animations in 640x480, but want to re-render in HD format. I
> > was wondering what custom resolution that is? I searched on the internet
> > (Google) but am confused, as there seem to be different resolutions; ie.
> > 720p 1080i 1080p. Anyone render to WXGA monitor? I am concerned about
> > stretching. Right now, I have a 19" Viewsonic WXGA monitor (cheap, I know,
> > but less than $200). It looks fine on the PC, but when I output my display
> > on a TV using s-video, it isn't in a wide screen. Is it a resolution
> > problem (I am sharing my Win XP desktop)? TIA.
>
> You need to set two things - the image size and aspect ratio.
>
> To set the image size you simply make an entry into your resolution.ini
> file for the appropriate size (720p = 1280x72, 1080i/p = 1920x1080).
> All HDTV compatible equipment should handle all three formats equally
> well, so it's upto you which one you want to use (quality-wise there
> isn't much of a difference as the 1080i/p formats have to make some
> sacrifices to squeeze all that info into each frame).
>
> But pixels in an HDTV image are not square (aspect ratio of 1), so you
> need to tell povray to render non-square pixels. I'm not sure if there
> is a more efficient way of doing this, but I always use the camera
> command for this. You simply add the "right" command to the camera,
> with the desired aspect ratio after the "right command. For HDTV this
> is 16:9;
>
> camera {
> location <0,0,0>
> look_at <0,0,1>
> up y
> right (16/9)
> }
>
> Bryan
Bryan,
Wow! That was the secret! I had been playing with the res.ini, but to no
luck. I thought POV couldn't render right, as it stretched the image. I had
tried the different resolutions (mentioned on Wiki-P), but to no avail. I
had thought the problem was my understanding of HD. The "right (16/9)" is
the key. Thanks!
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Rune wrote:
> Bryan Heit wrote:
>> But pixels in an HDTV image are not square (aspect ratio of 1)
>
> Yes they are.*
My mistake. Broadcast and DVD pixels are non-square, HDTV is. However,
you still need the 16:9 conversion, as povray assumes a 4:3 aspect
ratio. As such a povray image rendered without the "right (19/9)" will
be warped, as the image will get rendered as 4:3, and then stretched
horizontally to 16:9.
Bryan
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cyberspittle <nomail@nomail> wrote:
> The "right (16/9)" is the key. Thanks!
I really wonder how that could ever work since the correct line is:
right x*16/9
That suggested line is actually "right <16/9, 16/9, 16/9>" which is
*completely* a different thing.
--
- Warp
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Warp wrote:
> cyberspittle <nomail@nomail> wrote:
>> The "right (16/9)" is the key. Thanks!
>
> I really wonder how that could ever work since the correct line is:
>
> right x*16/9
>
> That suggested line is actually "right <16/9, 16/9, 16/9>" which is
> *completely* a different thing.
>
Oops. You need to put in the correct vector to make it work right.
Bryan
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Warp wrote:
> I really wonder how that could ever work since the correct line is:
>
> right x*16/9
>
In my standard filebase is:
right x*image_width/image_height
So the aspect ratio will be always "correct" by default.
--
Eero "Aero" Ahonen
http://www.zbxt.net
aer### [at] removethiszbxtnetinvalid
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Eero Ahonen <aer### [at] removethiszbxtnetinvalid> wrote:
> In my standard filebase is:
> right x*image_width/image_height
> So the aspect ratio will be always "correct" by default.
Please read the caveats of that "trick" here:
http://tag.povray.org/povQandT/languageQandT.html#aspectratio
--
- Warp
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Warp wrote:
>
> Please read the caveats of that "trick" here:
>
> http://tag.povray.org/povQandT/languageQandT.html#aspectratio
>
Good points (except 1, which is poo, because rendering the scene with
unoriginal/unintended aspect ratio always disturbs it, except with case
3 ;)), thou they haven't disturbed me yet (4. seems to be one that
will). I usually render my scenes several times with multiple aspect
ratios to get more view, which makes the automation handy.
--
Eero "Aero" Ahonen
http://www.zbxt.net
aer### [at] removethiszbxtnetinvalid
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