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P3D re: about rotation...
- From: Larry Berlin <lberlin@xxxxxxxxx>
- Subject: P3D re: about rotation...
- Date: Thu, 18 Mar 1999 21:47:38 -0800
>Date: Thu, 18 Mar 1999
>From: "Greg Wageman" <gjw@xxxxxxxxxx>
>................
>From: Michael Kersenbrock <michaelk@xxxxxxxxxxx>
>
>>If you have rotational errors, you can just rotate the resulting
>>images to make them straight again. I know it works for digital
>>images, but should work for prints the same way.
>
>
>Yeah, and the resulting cockeyed prints with slanted and mis-matched
>tops and bottoms look just wonderful. Not to mention that they won't
>fit in conventional print storage media without overlap, if at all. And
>that assumes that you didn't get too much vertical shift, as well, in
>which case you've not only got to rotate the prints by varying amounts,
>you've got to vertically offset them as well. Now you've potentially
>got little bits of non-homologous image hanging off in all directions.
***** You're talking apples and oranges... :-) IF the originals only need
basic rotational fixing, rotation puts things *into* alignment, not out of
it, so the image is easier to view. It goes without saying that if you are
using slides, you may need to mask the absolute top/bottom/side edges so
things don't look *cockeyed*, *slanted*, or *mismatched.*
If you are working with prints, you trim or mask the edges after rotation.
Not even a beginner would have a hard time understanding how to make things
square again after correcting minor errors. If the errors are more than
minor or compounded with other errors, that's a different story. Rotation
alone won't fix it.
Larry Berlin
Email: lberlin@xxxxxxxxx
http://www.sonic.net/~lberlin/
http://3dzine.simplenet.com/
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