View Full Version : 540 vs 486

04 April 2005, 10:44 PM
If I'm rendering a perfect sphere shape from maya in a animation for broadcast work (I want the sphere to be perfectly round on when viewed on TV).

Should I be rendering the sphere as 720x540 OR 720x486?

My after effects project is 720x540 then scaling the comp to 720x486 for final D1 output.


04 April 2005, 01:22 AM
Depends on what you're used to looking at.

I'm used to non-square pixels, but always like rendering square pixels because I think they render with better antialiasing. AE has a feature to view non-square pixels as square. I forget what the button is labeled as, but it's in the comp window on the bottom with the rest of the comp window icons.

There's nothing wrong with what you're doing though. I render 3D at that resolution and resize to 486 vertical all the time.

04 April 2005, 10:31 AM
Coudl you maybe explain why one would scale the project, especially only in vertical mode? Doesnt that make everything out of shape?

04 April 2005, 02:42 PM
I didn work with NTSC before but I think

if you render from maya the sphere out to 540 and after when you scaled it to 486 there will be get a distortion on your sphere
try maybe render out 800*540 (0.9) and then scalled it down to 486 that should work without any deformation

hope that will help ya :)

04 April 2005, 03:58 AM
Render at 720x540 Square Pixels. Then in Post, say a comping at, unportionally scale to 720x486 to get Rectangle Shape Pixels.

This is because NTSC Television Monitors uses non-square pixels while Computer Monitors use Square Pixels. They should look fatter on your Computer Monitor, but correct on Television Monitors. Computer programs, at least the older ones, couldn't render non-square pixels. So to get around it, you would render square pixels and then squish down to non-square pixels.

You could also render 640x480 and stretch horizontally to 720x480, however the rendering 720x540 will give you the maximum quality.

Check out the Meyers Book on After Effects for a more in-depth explanation on this:

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