Staying in the input coordinate space is an option, though you must account for pixel aspect ratio and downsample factor elsewhere. Many algorithms require some sort of coordinate transformation; using matrices to set up a transformation, for example. But there are other easily adaptable algorithms, for example a texture generation effect that computes the value of each pixel based solely on its position.
In this case, the code must take the raw pixel position and account for pixel aspect ratio and downsample factor. The simplest way to get all of this right is to work entirely in full resolution square coordinates, then scale by downsample factor and pixel aspect ratio as a final output transformation. It is an animated video using vector images.
It will be in 4k resolution and uploaded to Vimeo. Well obviously an incorrect pixel aspect ratio would distort the image. Very few formats today are anything other than , that is square pixels.
So the most notable formats that are non square are the two major SD formats. Sign up to join this community.
The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. From the numbers you gave you're looking at CS3. Here's the math done the right way. Create a new square pixel solid. Double click on the Elliptical mask tool to create a perfect circle.
Put that circle in any comp using any of the standard presets and when you rotate the solid it will not wobble. It may not look round, but it will not wobble. If it does, then you've messed up the PAR or the interpretation somewhere. Unless you specifically want to distort a layer X and Y scale must always be equal. The gist being, if I understand this correctly, that analogue video only has scan lines along it's height that are defined, in PAL which carry picture lines in total but 49 carry tech stuff and a picture aspect ratio, for standard and for widescreen and a whole load of confusing blather about what parts of the width of the scan line are really viewable picture information.
When converted from the analogue realm to the digital one, which needs a defined width as well as height, the height was set at pixels and the width ended up being a kludge with much tweaking of the pixel aspect ratios to make computational conversion between PAL and NTSC more convenient but without making them a defined standard. I realise now that Adobe is wiser than I am on most points and I should trust them, although killing off FreeHand is still a dubious decision in my book.
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