Hmmmm, isn't it better to use a "frameserver"
like virtualdub or avisynth to get the avi file from image-sequences :-?
I've fast checked it, and RS can read "frameserverd" avi files.
BTW: I prefer frame rendered output instead of avi,
because I don't have to rerender the complete
animation, if I only have a small change.
The second advance is the saved alpha channel
(and other output channels, too).
To the speed test: Do you have different hd's
for input textures and output renders :-?
Matthias
----- Original Message -----
From: "Marc Michael" <[email protected]>
To: "Mark" <[email protected]>
Sent: Saturday, May 02, 2009 12:04 PM
Subject: Re: Broken texture anim after referencing a non existing frame
Hello Mark,
on Donnerstag, 30. April 2009, 22:22:58, you wrote:
Do avi animated textures work well? Never tried that yet...
Yes, but it depends on the codec I guess. With AVI/HuffYUV/RGB there's
no problem. If I try to access a frame outside the texture animation,
RS uses simply clipping. It shows the last frame. But no error message
or something like that. If I then try to access a frame inside the
range of the texture animation, all works fine.
There exists a Problem when I use an AVI as texture anim and an AVI as
an output object to save the rendered scene. This mix will slow the
whole rendering process down. Looks like another bug.
If I use AVI only on the input side or the output side and using
single images on the other side, there's no problem with the speed.
The speed difference is about 4 to 5 times!
At the moment, especially with longer texture animations, the best
solution is to use AVI/HuffYUV/RGB as the format for the texture
animations and Targa as the output. Targa is even faster in this
configuration as PNG or BMP! Don't know why, either the format is more
faster to write than BMP, or the Realsoft-Developers have more
finetuned the output routines for Targa than for BMP.
--
Best wishes,
Marc Michael