FAQs

Workflow | Forced Perspective

  • Is the Liquid Cinema Authoring Tool really free?

    The Tool is currently available for free if you are a non Enterprise user. We may down the line charge for the tool.

  • How do I mix traditional (flat film) with my 360 footage in Liquid Cinema?

    One of the great things about Liquid Cinema is that it is currently the only player that allows the easy mixing of 360 and flat film all in one timeline. Even better you can switch from one to the other at any frame. When you edit your film you simply drop in your flat film sequences into the timeline. You will have to fit them into your 2:1 aspect ratio by cropping the image slightly. You can also have black space to the left and right of the picture if you desire, but you will see these at the time of playback.

    The great thing about Liquid Cinema is that it will play back these flat film sequences at full resolution. With conventional players flat film is baked into the sphere, meaning you lose an incredible amount of resolution and the flat film distorts when you look around the sphere.

    In Liquid Cinema the flat film is shown on a virtual screen in front of you in VR mode and full screen on a flat screen.

    When flat film is shown on a flat screen it is locked to the screen.

  • Why should I not use baked in fades in the 360 video I’m authoring?

    One of the advantages of Liquid Cinema is that fades are live rendered at the time of playback. We did this so that you can avoid the nasty compression artefacts that are associated with baked in fades in video. While these artefacts are acceptable in a regular video, in VR they mean that your “world” is littered with little dancing black squares, which can take you out of the experience. If you author your fades in Liquid Cinema you will have smooth perfects fades every time, even if you have a low resolution video stream.

  • Can I run Liquid Cinema on a Mac?

    Yes you can! Although there is no native app for Mac yet you can run the Windows version on your Mac by installing a Windows Boot partition using Apple’s Boot Camp.

  • Can I run Liquid Cinema on Parallels Desktop for Mac?

    Unfortunately not, since currently Parallels does not support the latest version of OpenGL.

  • Can I play my Liquid Cinema Video on YouTube or Facebook?

    Unfortunately YouTube and FaceBook do not support the sophisticated live rendering features of Liquid Cinema. These players simply play back 360 video meaning that all interactive elements such as graphics need to be burned into the picture and cannot react to the user.  They also do not have the ability to support gaze based interactions or guide viewer attention. Simply put they are not as sophisticated as Liquid Cinema.

  • What Platforms does Liquid Cinema Currently Support?

    – Mobile VR (iOS/Android)
    – Daydream VR
    – Gear VR
    – Desktop VR (Oculus Rift, HTC Vive 1st Quarter 2017)
    – Mobile 360 (iOS/Android)
    – Desktop 360 (PC/Web)
    – Apple TV 1st Quarter 2017

  • Does Liquid Cinema support 3D 360?

    Yes it does. Just choose 360 3D Top Bottom or Side by Side in the Camera Event Editor.

  • Does Liquid Cinema support spatial sound?

    Yes it does. We currently have Two Big Ears implemented in our iOS, Android and GearVR player. Two Big Ears spatial sound is only available when the video is downloaded locally to the playback device.

    We are currently looking at integrating additional spatial sound rendering solutions.

  • Does Liquid Cinema support subtitles?

    Yes it does. You can use standard .srt subtitle files in your projects. The subtitles are live rendered both in VR and the flat screen. This means you can add, edit and change your subtitles at any time after publishing without having to re-render your video.

    You can read more about the .srt (SubRip text file format) here.

    There are a number of subtitles editors available that you can utilize. Let us know if there is a particular editor that you like that we can recommend to our users.

    We currently don’t like the way we are rending subtitles in the in VR, as the subtitles follow you around and are looking at better ways to utilize subtitles in VR using either physics to give them a bit of organic sway or pinning them to the gaze of the viewer.

  • How does Liquid Cinema render 2D (flat film) in VR?

    In VR the portion of your video that are in flat film will be shown on a Virtual Screen that is always in front of you no matter where you are looking. In order to make sure the flat film portions in your video are shown properly in VR you need to make sure to switch the player to 2D projection using the Camera Event Editor. One of the great things about Liquid Cinema is that it uses the entire video frame for 2D film meaning that you don’t lose any resolution when playing it back in either VR or flat screen mode.

  • I’ve found a bug. How can I tell you about it?

    We’re always looking for feedback. You can submit a bug, feedback or a feature request in the support section of our site.

  • What image types to you support for Graphical Overlays?

    You can use jpegs and png files. You can also use sprite sheets if you want to animate your graphics.

  • What are the system Requirements?

    You will need:

    Windows 7 or above
    NET 3.5 or higher
    OpenGL
    Quad-Core CPU
    4+ GB or RAM
    A dedicated graphics card
    View at 1920×1080 or higher resolution

    You can also run Liquid Cinema on a Mac by installing a Windows Boot partition using Apple’s Boot Camp.

Workflow

Forced Perspective

  • Do I have to use Forced Perspective?

    Using Forced Perspective is entirely optional and up to the filmmaker. Forced Perspective is applied to a specific frame using the Camera Event Editor. If no Forced Perspective is authored on a cut no forced perspective is applied.

  • Why can I only use Forced Perspective on a Cut?

    You can use Forced Perspective on any frame in a film, but it really only make sense at a cut. Reorienting the sphere in the middle of a shot is in most cases jarring.

    We are currently working on Conditional Forced Perspective which connects Forced Perspective with gaze control. Conditional Forced Perspective would be triggered based on where, when  and how long you were looking in a particular direction. With Conditional Forced Perspective you will be able to redirect audience attention within a shot or scene based on where the viewer is looking.

  • Can I use Forced Perspective with a Dissolve?

    In general Forced Perspective does not work with dissolves. The incoming shot is rotated by the player to the preconfigured perspective that was authored by the filmmaker, regardless of the orientation of the outgoing shot. If the two shots are connected through a dissolve their orientations relative to each other are essentially locked.

  • Doesn’t Forced Perspective go against the whole idea of leaving a viewer free to look where they want to?

    The viewer is always free to look around where they want to, even when Forced Perspective is applied. Nobody feels “forced” or coerced during the viewing experience. We have been using Forced Perspective for years and it is so seamless that no one ever noticed that it was happening. What they did notice is that they never missed any “important” moments anymore.

  • How does Forced Perspective work in VR?

    Forced Perspective works very well in VR. However in VR the Liquid Cinema player does not force the vertical orientation, as this would lead to the horizon being realigned in the process. The player does force the horizontal in VR, giving the viewer the view the filmmaker wanted them to see.

Field of View (FOV)

  • Why would I want to change the FOV at a given frame in the timeline?

    In Liquid Cinema you can change the FOV at any frame. FOV has an impact on how we feel about a shot. The higher the FOV the wider the lens looks to the viewer. This can make a landscape look more epic. In some cases a wider FOV will also make the shot more crips looking as more resolution gets packed into the screen width. In most cases you will want to apply the new FOV at the beginning of a shot and keep it until the end of the shot. The FOV then helps define the look of that shot. Changing FOV makes the most sense on platforms where the 360 video is being viewed on the flat screen.

  • Why can’t I change the FOV on some platforms?

    On some platforms you cannot change the FOV. This is mostly true for VR platforms where the FOV is a fixed value defined by the viewing device. In general VR HMD’s like the Oculus Rift, the GearVR and the HTC VIVE have fixed FOV’s.