Mostrando entradas con la etiqueta resolution. Mostrar todas las entradas
Mostrando entradas con la etiqueta resolution. Mostrar todas las entradas
lunes, 19 de mayo de 2014
viernes, 16 de mayo de 2014
Final Cut Pro X and Proxy editing files
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Edit HD video is not limited to the last Mac with powerful processors and lots of RAM. Do it on older computers is possible. We just need to know how to harness its power and how to work more optimally.
Any starting with video editing should know what video formats are the best to work with the selected application. In OS X, despite the criticism, one of the best options is Final Cut Pro X. The Apple's professional video editor allows us to make all kinds of issues and its price makes it one of the most attractive solutions.
When FCPX was presented watched how the number of video formats expanded. It was possible to edit AVCHD files imported from different cameras without resorting to converters. Of course is still more advisable to transcode ProRes since editing is more efficient. The "only" problem of working in ProRes is that the file size increases. A video 200MB happens to occupy 1GB approximately.
There are computers that can not handle this task, to solve it we have the option to edit using proxy files. A proxy file is a copy of our original material that the system creates and you will have a lower resolution than the original. Exactly 1/4 of the clip resolution. This helps the computer manage a lighter gross, so editing is facilitated file.
One example. Edit 4K on a MacBook Air is an impossible task. If we work with proxy files will conduct an issue with 1080p files, something the Mac can move with greater ease. Then once finished editing, when export is done using the files at full resolution. The proxy only serve as a reference and to facilitate editing.
Editing in mobility
As you see, make use of the Proxy editing in FCPX not only allow us to do with our less powerful computers or even as a way to stretch the life of our Mac. Also provides us the ability to edit in mobility. That is, we can work on our Mac Pro or iMac with the original files and high resolution, but if we need to start while we are traveling, or want to continue at home on laptop we can too.
So we go to use the Proxy Edition. According to MacBreak explained how the idea is to create a library in FCPX where the original files are referenced and it just kept proxy material. Thus, we can take our laptop to the library, make any necessary edits and then copy back to our main Mac project. But I leave you with the video where the workflow you will see more clearly.
Edit HD video is not limited to the last Mac with powerful processors and lots of RAM. Do it on older computers is possible. We just need to know how to harness its power and how to work more optimally.
Any starting with video editing should know what video formats are the best to work with the selected application. In OS X, despite the criticism, one of the best options is Final Cut Pro X. The Apple's professional video editor allows us to make all kinds of issues and its price makes it one of the most attractive solutions.
When FCPX was presented watched how the number of video formats expanded. It was possible to edit AVCHD files imported from different cameras without resorting to converters. Of course is still more advisable to transcode ProRes since editing is more efficient. The "only" problem of working in ProRes is that the file size increases. A video 200MB happens to occupy 1GB approximately.
There are computers that can not handle this task, to solve it we have the option to edit using proxy files. A proxy file is a copy of our original material that the system creates and you will have a lower resolution than the original. Exactly 1/4 of the clip resolution. This helps the computer manage a lighter gross, so editing is facilitated file.
One example. Edit 4K on a MacBook Air is an impossible task. If we work with proxy files will conduct an issue with 1080p files, something the Mac can move with greater ease. Then once finished editing, when export is done using the files at full resolution. The proxy only serve as a reference and to facilitate editing.
Editing in mobility
As you see, make use of the Proxy editing in FCPX not only allow us to do with our less powerful computers or even as a way to stretch the life of our Mac. Also provides us the ability to edit in mobility. That is, we can work on our Mac Pro or iMac with the original files and high resolution, but if we need to start while we are traveling, or want to continue at home on laptop we can too.
So we go to use the Proxy Edition. According to MacBreak explained how the idea is to create a library in FCPX where the original files are referenced and it just kept proxy material. Thus, we can take our laptop to the library, make any necessary edits and then copy back to our main Mac project. But I leave you with the video where the workflow you will see more clearly.
Image Capture, perhaps the most underestimated OS X application
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Many users do not know it, but OS X hides small applications that can meet many more functions than we think. Already demonstrated with TextEdit, which can replace Word or Pages for users who do not require a processor too complicated texts. Today, following the experienced with my students in classes that give training in Valencia, I will defend another application unjustly ignored: Image Capture.
First, avoid confusion: I'm not talking action or capture screen in OS X or the Grab application: I speak of the Image Capture application that hides within the Other folder Launchpad. And never fails: whenever I reveal its capabilities to anyone, it is shocked.
Image Capture serves two major functions, so let's see them one by one.
Import and manage images from external devices
What opens when you connect a camera to the Mac? iPhoto to import the photos to our photo library. What if we do not use iPhoto? In that case we can do transferring raw files with the Finder, or we can use Image Capture.
The application is able to recognize digital cameras and memory cards, showing a list or a mosaic all the images and giving us the option to import or delete the device comfortably. It also works with video, so we will not be reviewing any content.
A key feature of this is that Image Capture also recognizes iOS devices, making it a very useful program when we remove our entire photo roll for cleaning, importing all or part of your computer without complications and releasing space in our iCloud backups.
In this part, Image Capture is what clears me all doubts about these discs or USB flash drives with programs and utilities that bring compact cameras: no more install all that crap of applications will not use rarely and only take up space our Launchpad: OS X has everything you need for basic operations importing photos.
Scan images and documents
The other role played perfectly Image Capture is the scanning of documents. Here one can also say the same thing with importing pictures: we can completely dispense with all the host of utilities that usually come included with multifunction printers which always say "should" be installed to take advantage of all the capabilities of the scanner and / or printer.
Nothing could be further from the truth: 99% of users just want to scan documents without complications, and Image Capture is able to do that without installing any add-on. Start the program and our scanner appear on the right sidebar of devices.
We have options to choose the resolution of the images, their size, rotation angle, we apply corrections to images and even if we are scanning a document can import it directly into PDF format without additional steps. I have not seen any manufacturers software or multifunction scanners do the same so simply.
Many users do not know it, but OS X hides small applications that can meet many more functions than we think. Already demonstrated with TextEdit, which can replace Word or Pages for users who do not require a processor too complicated texts. Today, following the experienced with my students in classes that give training in Valencia, I will defend another application unjustly ignored: Image Capture.
First, avoid confusion: I'm not talking action or capture screen in OS X or the Grab application: I speak of the Image Capture application that hides within the Other folder Launchpad. And never fails: whenever I reveal its capabilities to anyone, it is shocked.
Image Capture serves two major functions, so let's see them one by one.
Import and manage images from external devices
What opens when you connect a camera to the Mac? iPhoto to import the photos to our photo library. What if we do not use iPhoto? In that case we can do transferring raw files with the Finder, or we can use Image Capture.
The application is able to recognize digital cameras and memory cards, showing a list or a mosaic all the images and giving us the option to import or delete the device comfortably. It also works with video, so we will not be reviewing any content.
A key feature of this is that Image Capture also recognizes iOS devices, making it a very useful program when we remove our entire photo roll for cleaning, importing all or part of your computer without complications and releasing space in our iCloud backups.
In this part, Image Capture is what clears me all doubts about these discs or USB flash drives with programs and utilities that bring compact cameras: no more install all that crap of applications will not use rarely and only take up space our Launchpad: OS X has everything you need for basic operations importing photos.
Scan images and documents
The other role played perfectly Image Capture is the scanning of documents. Here one can also say the same thing with importing pictures: we can completely dispense with all the host of utilities that usually come included with multifunction printers which always say "should" be installed to take advantage of all the capabilities of the scanner and / or printer.
Nothing could be further from the truth: 99% of users just want to scan documents without complications, and Image Capture is able to do that without installing any add-on. Start the program and our scanner appear on the right sidebar of devices.
We have options to choose the resolution of the images, their size, rotation angle, we apply corrections to images and even if we are scanning a document can import it directly into PDF format without additional steps. I have not seen any manufacturers software or multifunction scanners do the same so simply.
jueves, 15 de mayo de 2014
iPhone 6 ... 1704x960 pixels?
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All indications are that the next iPhone 6 will see significant changes in the display. It is speculated by the arrival of two models of 4.7 and 5.5 inches.
According to 9to5mac, who refer to sources that are testing the new phone, Apple will use a resolution of 1704x960 pixels in their next phone, strange for conventional world but logic within the Apple ecosystem. Keep the same format including iPhone 5 and 5S, which would imply that the adaptation of applications to the new resolution.
This resolution would be shared with the two phone sizes, 4.7 and 5.5 inches, and would be above 300 dpi that Apple requires to consider a Retina Display screen. They would be 416 and 356 dpi respectively, even above 326 ppi that Apple has been using for the iPhone 4.
It seems that Apple will raise the screen size of the next iPhone 6, and logic tells us that with this increase will also increase the resolution. These 1704x960 pixels fall within the logic, but of course we have to consider having a lot of speculation. Surely in the next WWDC 2014 (2-6 June) it unveil a new feature of iOS 8, and perhaps also with him some new feature of the iPhone 6 is leaking, hopefully confirming many of the things that have been rumored in the recent months. Maybe some new feature of the iPhone 6 is also leaking in the coming days.
All indications are that the next iPhone 6 will see significant changes in the display. It is speculated by the arrival of two models of 4.7 and 5.5 inches.
According to 9to5mac, who refer to sources that are testing the new phone, Apple will use a resolution of 1704x960 pixels in their next phone, strange for conventional world but logic within the Apple ecosystem. Keep the same format including iPhone 5 and 5S, which would imply that the adaptation of applications to the new resolution.
This resolution would be shared with the two phone sizes, 4.7 and 5.5 inches, and would be above 300 dpi that Apple requires to consider a Retina Display screen. They would be 416 and 356 dpi respectively, even above 326 ppi that Apple has been using for the iPhone 4.
It seems that Apple will raise the screen size of the next iPhone 6, and logic tells us that with this increase will also increase the resolution. These 1704x960 pixels fall within the logic, but of course we have to consider having a lot of speculation. Surely in the next WWDC 2014 (2-6 June) it unveil a new feature of iOS 8, and perhaps also with him some new feature of the iPhone 6 is leaking, hopefully confirming many of the things that have been rumored in the recent months. Maybe some new feature of the iPhone 6 is also leaking in the coming days.
Etiquetas:
conference,
Cupertino,
design,
display,
hardware,
healthbook,
iOs 8,
iPhone,
iphone 6,
new features,
resolution,
Rumors,
Screen,
size,
software,
Tim Cook,
WWDC 2104
viernes, 18 de abril de 2014
iPhone: Workflow for Multi-Device Design
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Different versions of the iPhone have different screen resolutions – 320×480, 640×960, and 640×1136.
The Strategy
We’re going to assume that we’re building a native app in HTML5, so no desktops. Also, the design will be in landscape mode. That said, you should be able to apply this to any mobile design project.
Hi. I read a very interesting article RedTech. I leave here:
We’ve been seeing a lot of articles lately about the change happening in web and interactive design.
Here at redtech we’ve been grappling with many of the same issues. Since we develop mobile apps using HTML5 and PhoneGap, our goal is to build once and deliver across all platforms. The reality is very different, and one key problem for us is grappling with multiple screen resolutions.
For today’s article, I’m going to walk through our workflow for designing towards multiple screen resolutions. This is meant to be very hands on, or tactical. There’s no over-arching design philosophy here, but just some practical tips for getting the job done efficiently.
The Problem
Today’s mobile devices come in a wide array of shapes and sizes. Our current list of target screen sizes has 18 different resolutions across 6 different aspect ratios. Gone are the days when “mobile” meant the 320×480 iPhone resolution. Even there, you have three possible resolutions, 320×480, 640×960, and 640×1136.
Different versions of the iPhone have different screen resolutions – 320×480, 640×960, and 640×1136.
The Strategy
We’re going to assume that we’re building a native app in HTML5, so no desktops. Also, the design will be in landscape mode. That said, you should be able to apply this to any mobile design project.
1. Design in Illustrator
If you’re an old Photoshop hand, this is going to be hard for you. Still, you need to be working in a vector based medium as much as possible. Vector assets will scale cleanly from 320px wide to 1536. Don’t waste your life re-doing the same layout over and over again in different resolutions.
If you’re an old Photoshop hand, this is going to be hard for you. Still, you need to be working in a vector based medium as much as possible. Vector assets will scale cleanly from 320px wide to 1536. Don’t waste your life re-doing the same layout over and over again in different resolutions.
2. Design to Aspect Ratio
Depending on your background, this may be a new concept for you. Since a “pixel” has become a relative concept, there’s no reason to lock your design into a finite set of square dots on the screen. What really matters is the aspect ratio, or the relationship between the width and the height of the screen.
By designing to aspect ratio you can target more devices with the same design. For example, here’s a list of devices that all use 16:9 aspect ratio:
iPhone 5 – 640 x1136
Microsoft Phone 8 (720) – 720×1280
Android Tablet – 768×1366
By designing to the 16:9 aspect ratio you can target all these devices with the same layout.
Different screen resoutions on different devices still have the same screen resolution.
Depending on your background, this may be a new concept for you. Since a “pixel” has become a relative concept, there’s no reason to lock your design into a finite set of square dots on the screen. What really matters is the aspect ratio, or the relationship between the width and the height of the screen.
By designing to aspect ratio you can target more devices with the same design. For example, here’s a list of devices that all use 16:9 aspect ratio:
iPhone 5 – 640 x1136
Microsoft Phone 8 (720) – 720×1280
Android Tablet – 768×1366
By designing to the 16:9 aspect ratio you can target all these devices with the same layout.
Different screen resoutions on different devices still have the same screen resolution.
3. Plan to Adapt
Rather than create all new layouts for each aspect ratio, decide which elements of your design will change in a taller layout, and tweak the design for that scenario. For example, if you added the iPhone 4 to our list from above, it has a 3:2 aspect ratio, so it’s shorter than the iPhone 5. Now it’s time to borrow a trick from the pre HD days of video production and add some “safe zones” to your design template. This can just be a guide to let you know where the 3:2 cutoff is.
Now while you’re designing, you can make sure that all the key content appears within the 3:2 window, or you can define parts of the design that move or scale on the smaller screen.
This isn’t an easy thing to make a rule about. It depends a lot on what your app looks like and what the requirements are. Use your best judgment. Our point here is to try as much as possible to not re-design and entire layout for one or two devices.
Rather than create all new layouts for each aspect ratio, decide which elements of your design will change in a taller layout, and tweak the design for that scenario. For example, if you added the iPhone 4 to our list from above, it has a 3:2 aspect ratio, so it’s shorter than the iPhone 5. Now it’s time to borrow a trick from the pre HD days of video production and add some “safe zones” to your design template. This can just be a guide to let you know where the 3:2 cutoff is.
Now while you’re designing, you can make sure that all the key content appears within the 3:2 window, or you can define parts of the design that move or scale on the smaller screen.
This isn’t an easy thing to make a rule about. It depends a lot on what your app looks like and what the requirements are. Use your best judgment. Our point here is to try as much as possible to not re-design and entire layout for one or two devices.
4. Target a few Key Resolutions
When you get to the production, you’ll have to save out files in bitmap formats. (At least until SVG becomes viable.) Since we can use media queries in CSS to re-size images, we can create images at the largest possible resolution and scale them down for presentation on smaller screens.
This presents a performance issue, since an iPhone 3 will choke and die if you try to give it a 1536×2048 background image meant for an iPad with retina display.
Our solution is to create artwork that targets our 3 most popular resolutions:
480 pixels wide – Android Phone/Windows Phone
960 pixels wide – iPhone 4 +
1536 pixels wide – iPad Retina display
Any screen that is 480 pixels wide or less will the the 480 set. Between 480 and 960, and will get the 960 set and so on.
When you get to the production, you’ll have to save out files in bitmap formats. (At least until SVG becomes viable.) Since we can use media queries in CSS to re-size images, we can create images at the largest possible resolution and scale them down for presentation on smaller screens.
This presents a performance issue, since an iPhone 3 will choke and die if you try to give it a 1536×2048 background image meant for an iPad with retina display.
Our solution is to create artwork that targets our 3 most popular resolutions:
480 pixels wide – Android Phone/Windows Phone
960 pixels wide – iPhone 4 +
1536 pixels wide – iPad Retina display
Any screen that is 480 pixels wide or less will the the 480 set. Between 480 and 960, and will get the 960 set and so on.
5. Output Multiple Sizes Quickly
This last tip is purely a how to. Illustrator’s File > Save for Web command has a nice feature that let’s you scale the output of your images as you save them. Take advantage of this feature and web slices to speed up your production process.
Wrapping it Up
This is all, of course, a work in progress. The mobile landscape changes very quickly, and everyone in the industry is trying to answer the same questions. To help you get started, we’ve created a free Illustrator template for you to use. If you find this useful, or if you have something to add to it, let us know about it by commenting below.
This last tip is purely a how to. Illustrator’s File > Save for Web command has a nice feature that let’s you scale the output of your images as you save them. Take advantage of this feature and web slices to speed up your production process.
Wrapping it Up
This is all, of course, a work in progress. The mobile landscape changes very quickly, and everyone in the industry is trying to answer the same questions. To help you get started, we’ve created a free Illustrator template for you to use. If you find this useful, or if you have something to add to it, let us know about it by commenting below.
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