In Arena 4 I use the input slice wrap option to allow me to tile my source image as desired across my output slice.
e.g.
Source image 1920x1080
Input Width: 3840
Input Height: 1080
Wrap: ON
Result = Output slice is tiled twice along it's width on the resulting output slice.
In Arena 5 I no longer see a wrap option on the input slice.
Is there another way to tile my input source across my output slice?
Arena 5 missing slice wrap. No way to tile?
Re: Arena 5 missing slice wrap. No way to tile?
I found the solution..
If on the output slice you select "Soft Edge" it will automatically respect wrapping on the input slice.
If on the output slice you select "Soft Edge" it will automatically respect wrapping on the input slice.
Re: Arena 5 missing slice wrap. No way to tile?
Yes. On Arena 5, we made wrapping a part of edge blending, because we couldn't think of a use case where you would want to wrap content, but not blend it as well.
I guess tiling like this is quite an edge case. It involves using layer to slice routing for positioning and scaling of content playing in a layer. As you can read in my other rants on the subject, this is something we're trying to nudge you guys away from.
Having said that, I think it's a good idea that somewhere in the future, we make wrapping its own feature again. If only to prevent unneeded searching.
I guess tiling like this is quite an edge case. It involves using layer to slice routing for positioning and scaling of content playing in a layer. As you can read in my other rants on the subject, this is something we're trying to nudge you guys away from.
Having said that, I think it's a good idea that somewhere in the future, we make wrapping its own feature again. If only to prevent unneeded searching.
Re: Arena 5 missing slice wrap. No way to tile?
I like that you are folding together functionality in ways that align with how people actually use Resolume.
That said approaches can vary deeply..
Coming from a videogame development background I'm used to using certain techniques for mapping textures onto 3D models.
Ideally it would nice to have separate tiling parameters somewhere so that you can control UV tiling without having to input multiples of the original slice size.
Most of the footage I have created over the last 5 years of using Resolume tiles horizontally so that I can add secondary panning animation ( e.g. https://vimeo.com/64667506 )
As I engage with mapping (something I've stayed away from) I am finding that tiling my footage is a good way to extend my content into interesting shapes.
Personally I have not been using fades on the edges of my footage thus far.
Instead I like to box my footage into frames (such as virtual TV's).
That say I have found myself desiring to have control over the vertex alpha and color of the final geometry.
...that would also be powerful.
As always thank you for all the hard work.
Resolume has transformed from a powerful tool with some rough edges into something reliable and polished.
That said approaches can vary deeply..
Coming from a videogame development background I'm used to using certain techniques for mapping textures onto 3D models.
Ideally it would nice to have separate tiling parameters somewhere so that you can control UV tiling without having to input multiples of the original slice size.
Most of the footage I have created over the last 5 years of using Resolume tiles horizontally so that I can add secondary panning animation ( e.g. https://vimeo.com/64667506 )
As I engage with mapping (something I've stayed away from) I am finding that tiling my footage is a good way to extend my content into interesting shapes.
Personally I have not been using fades on the edges of my footage thus far.
Instead I like to box my footage into frames (such as virtual TV's).
That say I have found myself desiring to have control over the vertex alpha and color of the final geometry.
...that would also be powerful.
As always thank you for all the hard work.
Resolume has transformed from a powerful tool with some rough edges into something reliable and polished.