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DM Question

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greatWho#

DM Question

i made a dm to make a smaller field, so i made x=1.5*x;y=1.5*y but there are lines, they go out of the border... how can i make that the border is clean?

i attach the preset, so you can see, what i mean


thanx for help

GreatWho

Attachments

dirkdeftly#
the lines are repeating edge pixels - the default for when a movement pushes the render away from the edges of the screen. Use wrap to fix it, or blend w/ alpha=above(abs(x),0.98)+above(abs(y),0.98); in the pixel section.
greatWho#
thanx, but wrap makes a copy the render, but i want to have a black border. i didn't know anythig about alpha so i don't know what to do with alpha.... i didn't see any changes if i insert alpha=above(abs(x),0.98)+above(abs(y),0.98); in the pixel section

any example?
EL-VIS2#
Try setting up four black lines (superscopes) around the four borders of the image (before you use the DM on the image) and use misc/setrendermode before the four SSCs to give them a line width of 10 or so.

i.e. SSC for the left border of the image

INIT: n=2;

POINT: x=-1;y=2*i-1;
EL-VIS2#
The Preset

Here's your preset with black borders but in fact you can swith the border to every color you like by setting the color in the SSCs...
greatWho#
Danke für Deine Hilfe... ist ja eingentlich ganz einfach, aber auf die Sache die am nächsten liegt kommt man meistens nicht..

find Deine Presets super, wie eignet man sich dieses mathematische wissen an????

GreatWho
greatWho#
now i colorized the border and made a osciloscope on top and bottom, so i can say it looks fine.

you can view the result

thanx again to EL-VIS
dirkdeftly#
Well...the superscopes is one option, but it's more of a patch than a clean solution. Unfortunatley, the 'clean solution' to this problem involves (because of AVS's limitations) a clear screen and a buffer save, the superscopes is the quicker way. But learning Alpha blending is useful anyway, so I'll explain it to you.

Alpha blending allows you to change the amount of the previous frame gets blended into the next. Basically, it takes alpha of the color from a pixel in the next frame, and (1-alpha) of the color from the same pixel in the previous frame. So if alpha == 0.75, it takes 75% of the next frame and 25% of the previous. And if the color from the previous frame (and I'm only going to use grayscale, otherwise it gets hairier than it needs to be - but just remember, it accounts for red, green, and blue each seperately) is 192, and the color for the next frame is 256, then the blended frame is:
192*0.75+256*0.25
144+64
208.
You can use Alpha for every block in the grid in a dynamic movement. So, for this particular problem, you could also use this setup:
Render
Buffer Save (save, buffer 1, replace)
Clear Screen (black, replace)
Dynamov
and set Alpha to 1 only if |X| and |Y| are below 0 - or, alpha=below(abs(x),0)*below(abs(y),0).

I hope I explained this clearly enough...😁

--Atero
EL-VIS2#
I know it is more a patch but in this case the last dynamic movement could be replaced by a static movement which will be much faster especially when avoiding alpha blending which will slow down the thing even more. So if using static movements the SSC-way will be better/faster I think...
UnConeD#
Just use a movement "d=d*.8" or something and set it to source map. The unused target pixels turn black.