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Sampling System

From HLAEwiki

Contents

Motivation

The example test images show a scene from a Counter-Strike 1.6 mod match where the player we are watching in-eye is turning to the left:

A moving picture example created by Martin V. can be found here: http://www.megaupload.com/?d=UVVBE8AP


The human eye is good at spotting things that don't seem to be continuous motion. For a real movie camera the Shutter speed allows to control motion blur, or in other words the time a frame is exposed to the scene.

Now a single image we get from the Half-Life engine is as if no time had passed at all when it was taken. This would result in a animation looking much more jittery than what you'd expect from a real camera.

The sampling systems allows to approximate what you'd get from a real camera by taking more images from the engine and using several of those to calculate a single frame outputted in the end. This of course comes at the cost of increased render time.


Quickstart

The default settings allow getting started instantly, so just enter mirv_sample_enable 1 to enable the sampling system and then you can proceed working as usual, except that you are currently limited to the mainstream (see #Limitations).


Limitations

Not all streams support sampling, those streams will be outputted unsampled, this applies i.e. to camera motion data, hud and depth streams.

Mattes and sampling

Obviously color matte keying is no good for sampling, thus we recommend the alpha matte instead, see mirv_matte_method.


Command Summary

mirv_movie_fps 
output frame rate in frames per second
mirv_sample_enable 
enable / disable sampling system
mirv_sample_sps 
frame rate the game is run at in samples per second; higher values can increase quality and will increase rendering time

Advanced

mirv_sample_exposure 
controls exposure time / simulates a camera shutter
__mirv_sample_smethod 
approximation method (quality vs. speed)
__mirv_sample_frame_strength 
allows extra motion blur

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This page has been accessed 8,195 times. This page was last modified on 28 August 2010, at 14:39.