![]() 90 percent of your views will be on Facebook or on Youtube. Is it really necessary for you to do a job in stereo when you're working in VR or 360? It may well not be. Nobody's looking down there anyway if they are, they're just incorrect. Think about that before you shoot it you know do you even need to see the image down at the bottom. It completely removes, you know, about 80 percent of the hard work people are doing trying to get rid of drones, trying to get rid of footprints, and tripods and things. Same thing with the rig removal, the Google, E camera doesn't have a downward facing camera. Or you know design your story in a different way. Well, if that is a problem, find some way to make the camera operator part of the scene. You know, find some mechanism to avoid, you know, normally the problem is you can see the camera operator. But you know, if you can solve a problem in a VR shoot without having to fix it in post, great, do that. There's a team in in Jaunt that uses new, There are plenty of other tools that do that do that sort of thing. I mean, there's plenty of stuff you can do in post. Basically, it's really really hard, especially in stereo. So the way I deal with that is I put everything inside compound clips then when I need to online something I just drop the high quality footage into my same compound clips, upscale the project to 57 60 and press export and then go home. And they only provide the option to give you the entire take all the time. In fact, what normally happens, Google will give you lower quality footage you can start off with but you will be eventually switching it to the high quality stuff. Same thing with the Google Jump system because the file size is so big you are inevitably gonna have to be proxying inside Final Cut or certainly that is what I find to the most easy way to work. So that's a little tip there, and then in final cut you can actually upscale it back at the end of the project back to 57 60 if you're fine with live roles. And that means you can get your cuts approved by people because you're not spending hours doing renders. To make your rendering times whilst your in the offline a lot faster. But you can half that when you're working in your edit down to 28 80. That's a 57, 60 frame and stereo so that's 57 60 by 57 60. We're doing a lot of work with the Google Jump platform at the moment. As long as the VR headset or the viewing system is updating at 120 hertz, you get a nice, smooth panning effect and you probably don't need to go all the way to 60 frames a second. Obviously a 60 frame a second file is twice the size, so decide early on whether you really need a 60 frames a second output. VR often you can produce things at 60 frames a second or you can do them at 30 frames a second. So I'm gonna rip through this stuff fairly quickly. Okay so were really just gonna focus on the things I've learned in VR because there's plenty of mistakes I've made and as you can tell from the title I'm trying to kind of encourage everybody else to avoid them.
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