I didn’t have much luck with the built in render support for generating a video of an animation in Ghost view mode.
The videos were too large and had horrible compression artifacts.
I had more luck using the built in Windows 11 screen recording feature (for games).
It made much clearer and smaller videos.
It’s not ideal as:
it takes time to start the animation after hitting record
you see all the Rhino UI
you see the recording UI and the mouse moving to stop recording
I improved things somewhat using two monitors.
I dragged the timeline and properties panes off onto the 2nd monitor
I had the game recording windows on the 2nd monitor
This still isn’t great as the cursor moves when you click on the Bongo timeline pane and you need to correct to actually click start. Also, the game recording UI disappears and needs to be re-invoked to stop recording. (I pressed the XBox key on a gamepad to do that).
This is the result: (note the short delay before the animation actually starts)
I think that MS has an API to control the process from inside 3rd party apps so it should be possible to leverage their recording features under Windows so that things aren’t as clunky. Though that would only work for real-time renders.
What are the recording features like in Bongo 3?
Have I missed something obvious in Bongo 2 that would give me better results?
(note: the extra compression introduced by Discourse recompression to jpeg doesn’t help here - with these images there are actually compression artifacts that I don’t see in your videos).
The first image looks like z-fighting due to overlapping surfaces. The second image looks like regular aliasing problems of curved lines exacerbated by the surfaces these lines are supposed to be on.
Then again, I don’t know what to look for to be able to say what is an encoding artifact and what isn’t. Perhaps you could take a couple of screenshots and annotate what you see as the problematic parts? A rendered PNG frame with corresponding frame in video with your annotations to highlight the errors would help a lot.
Anyway, the question from @marika_almgren on the compression options would be good to have answered as well.
As a final word: I prefer doing the encoding of image sequences to video format in a separate software (or step) than the animation rendering. I’d stick with rendering to just the image sequence with Bongo.
I added a physics engine to Rhino so I can walk around whilst modelling (it’s faster than exporting to Unreal). I added a jetpack because everything is better with jetpacks.
I’m thinking of adding trigger volumes to open/close doors as I get near them. But that’s not high on my priorities.
The initial inspiration for the model was to have, essentially, a giant radial engine filling my engine room. That would be my “warp core”. I want to add a cylindrical gravity field so I can walk between the cylinders and around the engine room to end up, upside down, so I can then walk to the back of the ship into the hanger bay. (It is upside down WRT the rest of the decks.)
The yellow, highlighted, geometry is my collision geometry. It’s still a W.I.P. The warp core will be inside the cowl area at the front of the secondary hull.