Post by jiyorude on Oct 2, 2020 14:41:34 GMT 1
Hi all! I am currently in early production of two more Quake III Short films. Therefore my questions might be a bit technological in nature, my apologies for that. At the moment I am running into some issues while creating testfootage and I really hope anyone can help me with this. It would be much appreciated!
1. Is it possible at all to render demo's in 4K DCI (4096x2160) or at any resolution higher than 4K on that matter? I would rather have a True 4K projection than a upscaled 2K-from-FullHD projection if it were to be featured.
2. I am currently experiencing issues in which Q3MME does not want to render any demo I put in my demo capture list on 4K resolution and gives me the 'megs' error. Something like 'you need at least [insert number here] megs'. I have had this error before and managed to find the solution. However, I am not able to find it anymore. Can anyone help me with that?
3. Is it possible to render the centerprint 'You Have Fragged' messages separately in its own image sequence aside from the PNG sequences that contain the depthmaps and the footage? I find it a bit troublesome that the depth of field maps affect the fragmessage by blurring it from time to time. Masking is possible, but sometimes does not give me the desired effect and sometimes it is really visible that I am masking it out of the depth of field map. It would be much easier for post production if i were able to render these on two different video tracks.
4. If this is not possible, can I only include frag messages related to my frags in the chat screen above? With this, I am able to fake centerprint messages myself in post-production as I know the exact moment when I fragged someone and who I fragged. It also gives me more freedom design-wise in post-production as sometimes some of my custom fonts are having issues in Q3MME. If this is not possible, is there any way of how I can give myself a heads up when and who i fragged without the use of centerprint as a sort of a 'marker'?
5. Can I change the quality of the image sequences to 16, 24 or even 32 bits for example, so they contain more color inormation during color grading?
6. If this is possible, will the bits of the depth of field maps change accordingly by themselves?
7. I am a bit confused regarding the depth of field feature in the mod. Is it correct when I say that the position of the grid in space represents where the focus point of the camera is, and the thick/thinness of the grid determines the shallowness/thickness of the blur? How can I manipulate the falloff of the blur? Do mme_depthfocus and mme_depthrange represent anything different compared to the features in the grid, or are these the console equivalent of the grid?
8. If I had two characters in a shot, one standing in front of the camera and one in the back of the camera, and I want to primarily focus on the character in the front and do a focus pull to the character in the back, with not too much depth of field (so you are able to see the character somewhat in the background), how would I pull that off? Sorry for asking this, but then I get a bit of an idea how to animate/how to setup the depth of field in the mod.
Thanks in advance for your help guys!
1. Is it possible at all to render demo's in 4K DCI (4096x2160) or at any resolution higher than 4K on that matter? I would rather have a True 4K projection than a upscaled 2K-from-FullHD projection if it were to be featured.
2. I am currently experiencing issues in which Q3MME does not want to render any demo I put in my demo capture list on 4K resolution and gives me the 'megs' error. Something like 'you need at least [insert number here] megs'. I have had this error before and managed to find the solution. However, I am not able to find it anymore. Can anyone help me with that?
3. Is it possible to render the centerprint 'You Have Fragged' messages separately in its own image sequence aside from the PNG sequences that contain the depthmaps and the footage? I find it a bit troublesome that the depth of field maps affect the fragmessage by blurring it from time to time. Masking is possible, but sometimes does not give me the desired effect and sometimes it is really visible that I am masking it out of the depth of field map. It would be much easier for post production if i were able to render these on two different video tracks.
4. If this is not possible, can I only include frag messages related to my frags in the chat screen above? With this, I am able to fake centerprint messages myself in post-production as I know the exact moment when I fragged someone and who I fragged. It also gives me more freedom design-wise in post-production as sometimes some of my custom fonts are having issues in Q3MME. If this is not possible, is there any way of how I can give myself a heads up when and who i fragged without the use of centerprint as a sort of a 'marker'?
5. Can I change the quality of the image sequences to 16, 24 or even 32 bits for example, so they contain more color inormation during color grading?
6. If this is possible, will the bits of the depth of field maps change accordingly by themselves?
7. I am a bit confused regarding the depth of field feature in the mod. Is it correct when I say that the position of the grid in space represents where the focus point of the camera is, and the thick/thinness of the grid determines the shallowness/thickness of the blur? How can I manipulate the falloff of the blur? Do mme_depthfocus and mme_depthrange represent anything different compared to the features in the grid, or are these the console equivalent of the grid?
8. If I had two characters in a shot, one standing in front of the camera and one in the back of the camera, and I want to primarily focus on the character in the front and do a focus pull to the character in the back, with not too much depth of field (so you are able to see the character somewhat in the background), how would I pull that off? Sorry for asking this, but then I get a bit of an idea how to animate/how to setup the depth of field in the mod.
Thanks in advance for your help guys!