
It's interesting that my UVmap has glitch on top and left while yours have it at the bottom. while the Cropped feathered M03 AE only has glitch edge on bottom but not at right. The one without feather M01 AE has glitch edge on bottom and bottom right edge. Talent m03 AE crop feather.png (392kb) downloaded 2 time(s). Talent m01 AE.png (392kb) downloaded 3 time(s). OK, actually 2 files attached now - one with cropped/feathered edges. You'll need to change the name of the UV map in your config file of course. Silly question but, if you don't need to warp or distort the talent layer like the other screens, couldn't you just use a normal layer with position & scaling, rather than a UV map ?Īnyway, let me know if that improves things for you. there may be some non-keyed pixels along the edges of the image ?) I still see some slight glitches along the bottom-right edges of the talent layer when I zoom, but I did notice some artefacts in the source (i.e. I downloaded the test files and have created a new UV map (which is hopefully attached here) for the Talent layer.

its always the edge of the UVmap regardless of its shape all others try to fit them behind your studio image ( say behind a frame or other layer on top of it ). Solution so far: if one thinks they will need the zoom out the footage, use a full screen UVmap ( Talent ) and resize in the config or in the VS input settings. SO far not managed to cut say with a few pixels the edges of to make them "sharp" of disable this from happening when saving a modfied image Seems ( confirmed by vMix ) that whenever one modifies a uvmap and scale it within a full sized image Gimps as well as photoshop antialliases the edges of the UVmap within the image resulting in the artifact at the transparent parts.

In that case whenever a input within the uvmap is zoomed out ( shows transparency at the sides) one will see these edge artifacts appear when on does a camera move within the virtual set.

Other modifications to the uvmap ( curved, circle cutouts etc) are mostly also resized with the full image and match in position to the virtual set. If one uses a full screen UVmap, zooms that map within the virtual set ( either within the Config.xml or the layer of the VS in the vMix position ) than this does not happen Problem arises using the camera zooms of the VS when the input within the uvmap is zoomed out (smaller than the map)
