![]() The other good example is if you need to make a small correction to an audio track you rendered out in blender. It's impossible to use on a 3 minute track and lineup things to multiple video segments (well not impossible but you have to play from the start of the track to find the position for every single video track). ![]() Even the pitch feature in blender audio options is messy and a placeholder system.on vse playback you have to make sure you play from start to finish in order to find the proper positioning to line things up, there is no visual indicator either. Normally in audacity and other programs you have the option of combining without increasing the amplitude of the waveform.this is the ideal in my mind. When you combine two waveforms it will amplify the output waveform, which is dangerous given you have no way of confirming whether clipping will occur in blender, short of rendering and getting a 'feel' for when things are hitting the max. For example the audio system in blender is also a placeholder system (although one dev contests its just "different" and more "ideal" for his purposes.fair enough). There is no way to use it effectively all 'in-house'. In order to effectively use Blender as a video editor you have no choice but to rely on external programs. I'll add that ffmpeg is technically already on your system, you are just downloading a clean access terminal to use it. I understand your viewpoint, but I would urge you to consider things like this as special cases and make an exception. If you are proficient at coding in python and ffmpeg you might be able to create an inhouse solution, assuming it doesn't break anything else, but you would be effectively doing blender development and replacing the outdated system (aka alot of work). It's literally a case of downloading a "part" of blender and using it separately. But in this case ffmpeg is what blender is actually using to render anyways. I agree out of house solutions aren't solutions, I posted as much over on youtube. More specifics about other possible solutions, etc, over on youtube. I honestly don't recall it always happening, but currently I'm able to replicate it so it 'always happens'.so just be cautious of it occurring sometime if it isn't already. In 2.79b I've been able to replicate it back to back over 2 different projects. So run your own tests if this is of concern. I can only speak from my system's experience and the online readings of others. ![]() Based on stack exchange threads, your individual system settings might affect how noticeable the sync issues may be. ![]() It's important to note this if you render out longer videos, such as those over 10 minutes in length. It occurs because the sync during the actual render follows different rules than vse playback. Specifically this is an issue experienced after successfully lining-up and playing everything properly on vse playback. This covers an audio sync issue you may unknowingly experience in blender at some point if you render using audio+video settings.
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