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Glitch Line on Custom Virtual Set
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Joined: 5/12/2021(UTC) Posts: 26
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Hi All, I've created a custom UVmap Virtual Set where i can conveniently insert my sources inside. However, this glitch line appears when I zoom in or out using the virtual set. I've created my UVmap using GIMP tutorial and vmix UVmap doesn't work as it distorts my image weirdly. Please refer to the video link in Google Drive for reference of my problem. Would appreciate a lot if anyone could help me. It's kind of urgent. Video ReferenceRefer to this sample photo too. 9.PNG (915kb) downloaded 9 time(s).
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Joined: 12/27/2012(UTC) Posts: 5,222 Location: Belgium Thanks: 293 times Was thanked: 955 time(s) in 790 post(s)
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Hard to see from a flat image ( video) which layer is creating the "distortion" .Maybe provide the source or remove (untick) each layer to see which one is causing it or change footage put in to the UVmap layer Maybe even crop a few pixels from the UVmap
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Joined: 5/12/2021(UTC) Posts: 26
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The layer with problem occurred is this image layer where I name it as Talent layer. Changing footages wouldn't help because the line will still be there. Suspecting UVmap issue but it was the sample given on the vMix website.
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Rank: Advanced Member
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Joined: 12/27/2012(UTC) Posts: 5,222 Location: Belgium Thanks: 293 times Was thanked: 955 time(s) in 790 post(s)
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image layer for talent ? makes sense NOT. If you suspect it to be the uvmap , replace it with another one your information ( not the one asked) is confusing Quote:-Is UV map provided by vMix website -vMix UVmap doesn't work , distorts -i created own UVmap So which is it ?
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Joined: 5/12/2021(UTC) Posts: 26
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Round 1 (half a year ago): original UVmap downloaded from vMix website, distorts my image in virtual set. Self create GIMP UVmap following tutorial but has glitch lines.
Round 2 (now): Original UVmap download from vMix website again, edited with photoshop to scale and reposition them to match with my custom virtual set. It works but it has glitch lines as well.
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Rank: Advanced Member
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Joined: 12/27/2012(UTC) Posts: 5,222 Location: Belgium Thanks: 293 times Was thanked: 955 time(s) in 790 post(s)
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Originally Posted by: Revocayne Round 1 (half a year ago): original UVmap downloaded from vMix website, distorts my image in virtual set. Self create GIMP UVmap following tutorial but has glitch lines.
Round 2 (now): Original UVmap download from vMix website again, edited with photoshop to scale and reposition them to match with my custom virtual set. It works but it has glitch lines as well. Is this going to be a repeat from https://forums.vmix.com/...-from-custom-Virtual-Set ? why not just send the VS instead of this guessing game
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Yes, the problem is still there until now. The VS is here. Thanks. The last thread didn't have an answer either. That's why creating this new thread. Thanks for still attending to me.
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Rank: Advanced Member
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Joined: 12/27/2012(UTC) Posts: 5,222 Location: Belgium Thanks: 293 times Was thanked: 955 time(s) in 790 post(s)
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Seems like an error in the Talent image as a whole , mistake made when resizing the UV Map and becomes obvious when the footage in the UVmap has transparent background at the edges ( top and left only). Doesnt seem to happen with your other screens, assume you used the same base uvmap before modifying the shape?
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Yes I'm using the same UV map for resizing. Other UV maps also have this glitch line just that it's somehow covered or blended in with the edges of the virtual stage design. Can you guide me on what's the proper way of resizing the UVmap? I'm only using Photoshop to distort and warp them accordingly to surfaces.
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Rank: Advanced Member
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Joined: 12/27/2012(UTC) Posts: 5,222 Location: Belgium Thanks: 293 times Was thanked: 955 time(s) in 790 post(s)
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Originally Posted by: Revocayne Can you guide me on what's the proper way of resizing the UVmap?
What about cropping the original with a few pixels each side ?
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I've tried this method as it's recommended from the last thread by someone. But it doesn't work for me.
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Rank: Advanced Member
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Joined: 12/27/2012(UTC) Posts: 5,222 Location: Belgium Thanks: 293 times Was thanked: 955 time(s) in 790 post(s)
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Conclusion so far :
Problem arises using the camera zooms of the VS when the input within the uvmap is zoomed out (smaller than the map)
if one uses a full screen UVmap , zooms that map within the virtual set ( either within the Config.xml or the layer of the VS in the vMix position ) than this does not happen
this is ok like for a talent layer
Other modifications to the uvmap ( curved, circle cutouts etc) are mostly also resized with the full image and match in position to the virtual set. In that case whenever a input within the uvmap is zoomed out ( shows transparency at the sides) one will see these edge artifacts appear when on does a camera move within the virtual set.
Seems ( confirmed by vMix ) that whenever one modifies a uvmap and scale it within a full sized image Gimps as well as photoshop antialliases the edges of the UVmap within the image resulting in the artifact at the transparent parts. SO far not managed to cut say with a few pixels the edges of to make them "sharp" of disable this from happening when saving a modfied image
solution so far: if one thinks they will need the zoom out the footage , use a full screen UVmap ( Talent ) and resize in the config or in the VS input settings. all others try to fit them behind your studio image ( say behind a frame or other layer on top of it ). its always the edge of the UVmap regardless of its shape
Not using a white studio also helps ;-)
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Joined: 10/6/2020(UTC) Posts: 98 Was thanked: 21 time(s) in 21 post(s)
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I downloaded the test files and have created a new UV map (which is hopefully attached here) for the Talent layer. I still see some slight glitches along the bottom-right edges of the talent layer when I zoom, but I did notice some artefacts in the source (i.e. there may be some non-keyed pixels along the edges of the image ?) Silly question but, if you don't need to warp or distort the talent layer like the other screens, couldn't you just use a normal layer with position & scaling, rather than a UV map ? Anyway, let me know if that improves things for you... You'll need to change the name of the UV map in your config file of course. OK, actually 2 files attached now - one with cropped/feathered edges. Talent m01 AE.png (392kb) downloaded 3 time(s). Talent m03 AE crop feather.png (392kb) downloaded 2 time(s).
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Rank: Advanced Member
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Joined: 12/27/2012(UTC) Posts: 5,222 Location: Belgium Thanks: 293 times Was thanked: 955 time(s) in 790 post(s)
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As pointed out before one can use a full sized UVmap and zoom it in the config file for a talent !
The problem arises when resizing a UVmap and put it on a transparent full frame background to have it a fixed position in the full frame sized image layer
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Sorry for the late reply and thanks for the suggestions! I used a fixed sized UVmap for talent is because i wanted to have an easy switch on sources without having to reconfiguring the sizes and crops again when i place multiple virtual sets. I'll try out the sample given by matkeane and update here again. Thanks! May i also know how @matkeane created your UVmap?
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Originally Posted by: matkeane I downloaded the test files and have created a new UV map (which is hopefully attached here) for the Talent layer. I still see some slight glitches along the bottom-right edges of the talent layer when I zoom, but I did notice some artefacts in the source (i.e. there may be some non-keyed pixels along the edges of the image ?) Silly question but, if you don't need to warp or distort the talent layer like the other screens, couldn't you just use a normal layer with position & scaling, rather than a UV map ? Anyway, let me know if that improves things for you... You'll need to change the name of the UV map in your config file of course. OK, actually 2 files attached now - one with cropped/feathered edges. Talent m01 AE.png (392kb) downloaded 3 time(s). Talent m03 AE crop feather.png (392kb) downloaded 2 time(s). I've tried your UVmaps here. The one without feather M01 AE has glitch edge on bottom and bottom right edge. while the Cropped feathered M03 AE only has glitch edge on bottom but not at right. It's interesting that my UVmap has glitch on top and left while yours have it at the bottom. Would like to know how you create the UVmaps and we could discuss further to find a solution for this.
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Rank: Advanced Member
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Joined: 10/6/2020(UTC) Posts: 98 Was thanked: 21 time(s) in 21 post(s)
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I created the UV maps in After Effects - partly because I was curious if there is any difference between the scaling processes between AE and Photoshop. It's interesting that you're still seeing a glitch on the bottom edge, as I didn't see that on a fullscreen output on my machine (running 24.0.0.63 with an RTX2070S).
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Rank: Advanced Member
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Joined: 12/27/2012(UTC) Posts: 5,222 Location: Belgium Thanks: 293 times Was thanked: 955 time(s) in 790 post(s)
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As mentioned before Quote:Seems ( confirmed by vMix ) that whenever one modifies a uvmap and scale it within a full sized image Gimps as well as photoshop antialliases the edges of the UVmap within the image resulting in the artifact at the transparent parts. SO far not managed to cut say with a few pixels the edges of to make them "sharp" of disable this from happening when saving a modfied image Searching seems to pop up several complaints for various image editors to this Probably the reason also why it doesnt seem to happen using a fullsized original UVmap resized by code in the VS config file
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Rank: Member
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Joined: 5/12/2021(UTC) Posts: 26
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Originally Posted by: matkeane I created the UV maps in After Effects - partly because I was curious if there is any difference between the scaling processes between AE and Photoshop. It's interesting that you're still seeing a glitch on the bottom edge, as I didn't see that on a fullscreen output on my machine (running 24.0.0.63 with an RTX2070S). I didn't understand why either. It's weird. Just double checked again on full screen output and yes, the glitch line is there at the bottom. Using vMix 24.0.0.58 with RTX 2060 Quote:Searching seems to pop up several complaints for various image editors to this
Probably the reason also why it doesnt seem to happen using a fullsized original UVmap resized by code in the VS config file Yes it seems like this is the only workaround for now. Thank you so much for all your help and assistance. Appreciate it fully. Was wondering how people create the UVmap that fits directly on the virtual sets, maybe through 3D software? Anyone tried that approach yet?
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Rank: Advanced Member
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Joined: 12/27/2012(UTC) Posts: 5,222 Location: Belgium Thanks: 293 times Was thanked: 955 time(s) in 790 post(s)
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Originally Posted by: Revocayne
Yes it seems like this is the only workaround for now.
I believe you using it in a predominantly white VS made it way more obvious to notice (this flaw) compare to a more colorful/crowded VS The UV maps on their own are correct , is when combining them with other layers (mostly a transparent one) in image editor the result is creating the issue
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