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Fly animation

 
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sushidelic



Joined: 10 Jun 2016
Posts: 138

PostPosted: Thu Nov 23, 2017 2:56 am    Post subject: Fly animation Reply with quote

Pardon the desolate condition of the subject and the lack of diffusion although using a ping pong ball... This is just a feasability study and a test of the UMPLANFL 5x.

https://i.imgur.com/aGgWtKU.mp4

https://i.imgur.com/9a0vKxd.mp4

Best regards,
Michael
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rjlittlefield
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Joined: 01 Aug 2006
Posts: 18247
Location: Richland, Washington State, USA

PostPosted: Thu Nov 23, 2017 10:05 am    Post subject: Reply with quote

Interesting rotation sequences!

Have you posted a description of your setup somewhere?

--Rik
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sushidelic



Joined: 10 Jun 2016
Posts: 138

PostPosted: Thu Nov 23, 2017 10:22 am    Post subject: Reply with quote

Hi Rik,
that's all Zerene! 30 intermediates that were then retimed to 144 frames in Nuke.
Best regards,
Michael
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rjlittlefield
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Joined: 01 Aug 2006
Posts: 18247
Location: Richland, Washington State, USA

PostPosted: Thu Nov 23, 2017 10:59 am    Post subject: Reply with quote

Good grief! So, one stack, repeatedly processed with different X shifts? To be honest, I'm surprised by how clean the results are, over such a wide rotation angle, especially with only a 5X objective at what, NA 0.15? How exactly did you process it?

--Rik
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sushidelic



Joined: 10 Jun 2016
Posts: 138

PostPosted: Thu Nov 23, 2017 11:26 am    Post subject: Reply with quote

Yes, the UMPLANFL is at 0.15 NA, but this stack consist of roughly 250 images, way enough for a smooth rotation. Quality degrades a bit towards the outer ends, which are -7° to 7°, but it's acceptable. And of course it's a straight PMax stack, no way to get such a result in DMap, there's always a hell of jittering around the edges.

edit: Forgot to mention that the retime also smoothens out the frame to frame brightness differences / jitter. Here are the non retimed versions:

https://imgur.com/Y7PG3En
https://imgur.com/u6bH9v4
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rjlittlefield
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Joined: 01 Aug 2006
Posts: 18247
Location: Richland, Washington State, USA

PostPosted: Thu Nov 23, 2017 2:55 pm    Post subject: Reply with quote

The normal units for shift in Zerene Stacker are percent (%), not degrees (°). Do you mean percent, or are you working with degrees as explained at https://zerenesystems.com/cms/stacker/docs/syntheticstereo#calculating_shift_based_on_viewing_angle ?

Either way, I guess it does make sense, now that I run the numbers. NA 0.15 means that the entrance pupil is +-15%, equal to +-8.5 degrees. So yes, the shifts that you're using do still lie within the cone of light that was actually captured in the stack, which is my usual guideline for what's required.

But the result still violates my intuition, in a good way. Nice work!

BTW, are these normal PMax? I have not tested, but it's conceivable that UDR PMax would have less variation in brightness.

--Rik
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carlos.uruguay



Joined: 23 Feb 2012
Posts: 4750
Location: Uruguay - Montevideo - America del Sur

PostPosted: Thu Nov 23, 2017 6:59 pm    Post subject: Reply with quote

SUPER
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Jacek



Joined: 02 Oct 2011
Posts: 4714
Location: Poland

PostPosted: Fri Nov 24, 2017 3:01 pm    Post subject: Reply with quote

Wow, good job, very nice
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Beatsy



Joined: 05 Jul 2013
Posts: 911
Location: Malvern, UK

PostPosted: Sat Nov 25, 2017 1:47 am    Post subject: Reply with quote

Yowzer! Those are really cool. Interesting that the little flares and such are so consistent across the different stacks too - makes them far less objectionable than they can appear in a single frame. Neat.
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