GIF Export with FFMpeg
Since the ffmpeg library is already being used to export video, would it be possible to implement a GIF export as well? Would be extremely handy.
Since the ffmpeg library is already being used to export video, would it be possible to implement a GIF export as well? Would be extremely handy.
11 Comments
Gif is formath that should die.. but i use is sometimes.
But straight gif from blender? Meh. Kinda waste of developer time. Even when i make simple gif from blender renders i usualy preproces it somewhere (in photoshop or free ScreenToGif's editor) because that format is terrible. I would rather have better ffmpeg support overall.
Thanks for that link. I'll check it out.
For a lot of working artists who need to present ideas in collaborative decks for agency/client presentations, GIF is a preferred format. It's just easier to work with sometimes and quicker to swap in/out than videos.
There's also the case of presenting work in portfolios, GIFs are really handy for that.
Overall, not having to add another program to the workflow would be a big time-saver.
github.com/doakey3/Bligify
I'd agree on this. Blender uses FFMPEG that has so much to offer, yet we have barely a handful of possible outputs with limited settings and outdated standards.
The last time I asked to extend FFMPEG's output , it didn't received much attention and the most liked answer was that the entire encoding panel should be reorganized first. Which is also a good point, but that was three years ago. I'd be happy to have more ffmpeg outputs first and wait for the UI redesign...
in case anyone needs the best settings for FFmpeg gifs:
LoFi smallest size preset: -vsync passthrough {I} -lavfi palettegen=max_colors=16:stats_mode=diff[pal],[0:v][pal]paletteuse=new=1:diff_mode=rectangle:dither=floyd_steinberg {O}
MidFi medium size preset: -vsync passthrough {I} -lavfi palettegen=max_colors=64:stats_mode=diff[pal],[0:v][pal]paletteuse=new=1:diff_mode=rectangle:dither=floyd_steinberg {O}
HiFi largest size preset: -vsync passthrough {I} -lavfi palettegen=max_colors=256:stats_mode=diff[pal],[0:v][pal]paletteuse=new=1:diff_mode=rectangle:dither=floyd_steinberg {O}
If you notice all the other ways gifs are not supported, I think it's safe to say there is a legal reason why they don't support gif anywhere in Blender. If I am correct it would have to be done via an addon made by someone in the community.
gif files are not displayed in the file browser when you try to load an image texture.
gif files cannot be drag-dropped into the shader editor.
gif files CAN be drag-dropped into the image editor but they do not display.
Such across-the-board lack of gif support is most likely intentional for a good legal reason.
Do you know why a GIF be legally different than any other file format?
No. I just remember a long time ago there was some other open source program that had a legal reason to not touch gifs
mike.pub/19950127-gif-lzw
Wild. Very strange though.
but LZW patent expired long time ago.