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<title>Forum - Tech Help - What is the true internal resolution in Muvizu? - Messages</title>
<link>http://www.muvizu.com/Forum/topic6095-what-is-the-true-internal-resolution-in-muvizu.aspx</link>
<description>Forum - Tech Help - What is the true internal resolution in Muvizu? - Messages</description>
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<pubDate>Thu, 15 Dec 2016 14:17:30 GMT</pubDate>
<lastBuildDate>Thu, 15 Dec 2016 14:17:30 GMT</lastBuildDate>
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<link>http://www.muvizu.com/Forum/topic6095-what-is-the-true-internal-resolution-in-muvizu.aspx</link>
<title>Message from ritsmer</title>
<description><![CDATA[Ah, yes - that is a good idea too. <br/>  <br/> Working with Vegas one has to output as .png's as the alpha channel for the .tga sequence must be switched on image by image :-( <br/>  <br/> For readers who would like to study layers a little more here is a link:   <br/>  <br/> <a href="http://www.muvizu.com/Wiki/wiki/161/how-to-use-layers" target="_blank" rel="nofollow">http://www.muvizu.com/Wiki/wiki/161/how-to-use-layers</a>]]></description>
<pubDate>Thu, 15 Dec 2016 14:17:30 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic6095-what-is-the-true-internal-resolution-in-muvizu.aspx</link>
<title>Message from ikes</title>
<description><![CDATA[Hi Ritsmer, <br/>  <br/> You don't have to use green screens anymore, because you can render transparent png sequences.]]></description>
<pubDate>Thu, 15 Dec 2016 12:39:36 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic6095-what-is-the-true-internal-resolution-in-muvizu.aspx</link>
<title>Message from ritsmer</title>
<description><![CDATA[Very interesting - and good to know - because it often is easier to do zoom in the Sony Vegas editor of the full finished scene - meaning - when the green screen output from Muvizu has been put together with some real-world recordings. <br/>  <br/> My real-world recordings are done in 100Mbps  4K  too - giving "freedom" to do nearly 1:2 x zoom/pan without losing quality. <br/>  <br/> An example: <br/> In this scene the sitting guy just met his (standing) "Guide to the hereafter" <br/> As it seems to be a little "artificial" when letting Muvizu cartoon characters walk around in real-world recordings I normally "cartoonize" the finished result in the editor. (Just click the picture icon) <br/>  <br/> <a href="http://drive.google.com/open?id=0B1ibuKMchwCcU1NsTTJWbnZPcDg" target="_blank"><img src="http://drive.google.com/open?id=0B1ibuKMchwCcU1NsTTJWbnZPcDg" border="0"></a> <br/> <em>edited by ritsmer on 15/12/2016</em>]]></description>
<pubDate>Thu, 15 Dec 2016 10:27:53 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic6095-what-is-the-true-internal-resolution-in-muvizu.aspx</link>
<title>Message from mcmillan-ra</title>
<description><![CDATA[Hi, <br/>  <br/> The engine renders at whatever size you're requesting. If you render at say 640x480 then it will use a buffer that has 307200 pixels in it. If you render at 3840x2160 then it's using a buffer that has 8294400 pixels in it.  If you render with anti-aliasing on, then you're doubling the resolution in each direction - this is then "averaged" down to the original pixel size. Anything else would be wasteful and have more of a performance impact. <br/>  <br/> Because you're working with polygons, these are transformed and animated 3D space and then projected onto a 2D plane, the output resolution is totally arbitrary from the engine's point of view. Though, the higher the resolution the more it has to draw, so it will be slower. <br/>  <br/> The 3D space has full floating point resolution, so it's a good approximation of real numbers.  <br/>  <br/> So, to directly answer your questions, yes it's vectorized, and no, it doesn't matter what you output at.]]></description>
<pubDate>Thu, 15 Dec 2016 10:00:20 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic6095-what-is-the-true-internal-resolution-in-muvizu.aspx</link>
<title>Message from ritsmer</title>
<description><![CDATA[Just wonder what is the true internal resolution in Muvizu? <br/>  <br/> You can render to frame sizes ranging from  480x360 up to  3840x2160 -  <br/> but in what resolution are i.e. the generated characters (potato heads and the newer ones) and other objects created? <br/>  <br/> One might imagine that Muvizu is programmed to use an internal array of pixels depicting the scene - like a .bmp picture - but how large is this array? AND does this actually matter - or are other techniques used? Is everything vectorized? <br/> Tests show that if you zoom into a scene then Muvizu (probably?) does not hold the full scene in this array - just the characters and objects that you can see in the active view - PLUS - all the surrounding things having influence on the active view through shadows, light etc. <br/>  <br/> Of course we have to deal with  the poly count - but I wonder how much we gain in respect of resolution - i.e. edge pixelation - if we render the output from Muvizu in 3840x2160  instead of, say, 1920x1080? <br/>  <br/> All this also when the characters are moving. Are they  moving around <u>internally</u> in frames of what resolution ?? I mean: <u>before</u> this is rendered to the final result using the frame size you have made in the settings ? <br/>  <br/> In most of my projects Muvizu is used for character generation with a green background - and this is rendered and imported to Vegas Pro. <br/>  <br/> It does work very well - but I would like to know the theoretical? resolution that Muvizu works with internally to get a better understanding of what I do. <br/> <em>edited by ritsmer on 15/12/2016</em>]]></description>
<pubDate>Thu, 15 Dec 2016 08:05:10 GMT</pubDate>
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