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When you render an animation for your demo to get into industry, are you lads rendering at 24 fps? I could do 60fps, but it would take almost 3x as long to render out and if they don't go into the youtube options and change to 60fps they wont even see the extra work because its not on automatically

??
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For all my life I though FPS weren't important but then my cousin told me this story where he did a super cool animation and went to a studio and they were impressed but then they asked him at how many FPS was that rendered and he say 30 and they said we're sorry we can't hire you because we can only hire people who render at 60 FPS by instinct but then the company went backrupt and it was possibly a scam so now I know better. Bush did 9/11 8::::::::() <- that's a spaceship
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>>606423
i have tried 60fps, 120fps, and 240fps games on a 240hz monitor (csgo). 240fps is by far the best, thinnking about working on something thats 10x less quality than that is sickening really
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The human eye can only see 30fps
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>>606426
you're retarded.
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>>606423
>haha lole erik is such a funny memester xdd

Seriously though, OP, does it matter? As long as its presentable as a piece, I don't think framerate really matters. Plus, most films, VFX-filled to pure animation, release in 24 fps, the only rare exceptions being the 48fps Hobbit trilogy and potentially 60fps Avatar sequels. Save your rendering time.
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>>606426
absolute mental retardation
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>>606557
>Seriously though, OP, does it matter?
yes?
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30 or 60 for game stuff
24 film
tho if it's just a turntable render of a mesh or some shit it literally does not matter
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>>606418

24 is fine, but for God's sake, don't go with 24 and no motion blur. I'm sick of seeing these cool animations with this disgusting strobe feel due to low frame rate and no motion blur from my peers.
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>>606605
motion blur doesnt exist irl
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>>606606

Our perception of movement is blurred.
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>>606607
Maybe you should see a doctor.
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>>606602
>tho if it's just a turntable render of a mesh or some shit it literally does not matter
this is when it matters the most
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>>606418
Our studio renders all VFX work at 24 FPS + motion vector pass for compositing
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Videos look smoother at the same frame rate as games because in video the timing is correct while rendering games there is microstutter minimized by a higher framerate.
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>>606693
only if you have a display without Nvidia gsync
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>>606418
>Not just including a note suggesting they view the animation in 60 fps
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>>606616
maybe you should get laid
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>>606607
Motion blur was a result of the mechanical limitations of cameras. Digital and virtual cameras are programmed to simulate this because it is what audiences expect media to look like. It also helps convey movement at a lower frame rate.

If the frame rate is high enough, you do not need motion blur.
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>>606991

That's true, but to suggest that our eyes don't perceive motion blur is ridiculous. I'm all for showing games in 60+ fps with no motion blur, that's how I like games, but that motion is not what we perceive in real life.
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>>606607
>Our perception of movement is blurred.
It literally isn't, for those of us that are human we have a visual cortex that does all manner of interpolation to correct, filter out, or otherwise create a false but useful "image" made up of a composite of snapshots. The disparity between reality and what we think we "see" is what allows optical illusions to work.

Now get thee gone lizard poster, your kind will never rule us.
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>>607012
>made up of snapshots
Only in the sense of sampling both at the complex object of recognition level and our eyes aren't truly continuous as we get electro chemical impulses. Not as 'frames'.
Important to make that clear for people when you explain this. Especially when people are discussing framerate.




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