The one on the plenum chamber. Plenum box

An adapter for a ventilation grill or plenum is used as a transition from a round, square or rectangular duct to a ventilation grill. The ventilation adapter serves to reduce the pressure drop from the ventilation duct to the grille and makes the installation of the grille product easier. The material of manufacture is mainly metal (steel thickness - 0.5 mm and 0.7 mm). When ordering an adapter, the following parameters are required:
  • the size of the ventilation grill installed in the adapter,
  • the height of the adapter (i.e. the depth of the product: with a grille equipped with an air flow valve or other air distribution device, it is necessary to provide a place for it),
  • cutting diameter,
  • method of fastening and side of the tie-in (side, top).

Features of ventilation adapters for gratings

Our company "Ventoshop.ru" is the official dealer of the manufacturer of ventilation adapters and therefore is ready to offer you the lowest prices on the market. The cost of goods compares favorably with competitors, because. We work without intermediaries, directly from the manufacturer.

The product itself can be manufactured in any overall dimensions and parameters. Ventilation adapter insert diameter is standard: 100 mm, 125 mm., 160 mm., 200 mm., 250 mm. and others. Additional transverse elements serve as stiffening ribs, they also ensure the structural integrity of the product.

Galvanized products are usually not painted, but at the request of the customer it is possible to apply powder polymer paint. The length of plenum chambers rarely exceeds 2000 mm - if a larger plenum is required, a prefabricated structure is ordered.

Adapters are mounted to the ventilation shaft using aluminum tape and clamps; the ventilation grille is fixed to the chamber using screw connections. At the same time, the weight of structures of standard sizes does not exceed 2 kilograms.

Static pressure chambers can be purchased on our website, with delivery to any region of Russia. (for example: Moscow, St. Petersburg, Yekaterinburg, Krasnoyarsk, Volgograd, Chelyabinsk, Rostov-on-Don, etc.)

The static pressure chamber - KSD - serves to distribute the velocity over the cross section of the air distributor. Plenum chamber - a metal box with a branch pipe that is connected to the air duct. Devices are installed inside the chamber: fenders, dividers and sound-absorbing material.

Functions and operation of the plenum chamber - KSD

When air enters the chamber, its speed decreases, while pulsating vortices are formed, they begin to disintegrate due to the fact that the dynamic pressure decreases, the static pressure is restored to a value that is approximately equal to the full pressure, as a result, the air flow stabilizes.

The static pressure chamber is made of galvanized steel, dimensions are provided by the customer. When ordering, be sure to specify the sides of the connection of the tie-in, the presence of a divider and a silencer.

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The right choice of camera in your game is not only a well-written part of the software, but also the view and angle. It sounds pretty boring when the player is only using one type of camera, but stick to this rule at all times and break it only at specific points in the gameplay.

plenum box: The plenum box does not move and is fixed in one position. The earliest video games used static cameras because camera scrolling was not invented then, and it also allowed you to see everything at once. Before the advent of 3D games. Its use also simplifies the work. After all, the camera is always at a certain angle. This means that the invisible side of objects can not be worked out.

Static cameras can still be found in older games, or in arcade/puzzle games like Peggle and find-the-object games your mom loves to play. Another benefit of a static camera is that you can use a static camera to create a specific mood. The right camera angles can really scare the player in horror games like Alone in the Dark and Resident Evil. The developers of these games not only used static cameras to view a certain room, but also placed it in the most spectacular places. Also, a static camera can also be used to guide the player in the right direction and not be afraid that he will go somewhere wrong. However, be careful with a static camera because they are not dynamic. Make up for it with lots of animations and effects to keep the screen alive.

If you don't like a static camera, you can always ask to have your camera turned into a moving camera.

Moving camera. Imagine that you are looking at your workspace. Or use the picture above if you have a poor imagination. On this hypothetical desktop, you can interact with all the elements on the table. But you can't find the pen. Allow the player to move the camera to interact with off-screen objects. You even found this book next to the pen. Fabulous!

A moving camera has all the benefits of a static camera, but with additional features such as movement, and also gives the player the feel of an explorer. If you use a moving camera along with an isometric camera, you can easily create beautiful miniature games. There is nothing supernatural about camera movement.

Work with your programmer and set up your camera's hydraulics: travel speed, and tilt angles as well. Fast scrolling annoys the player, as he cannot grab the pieces of the map he needs. Conversely, don't make the movement speed small. This is especially disastrous in games where your small army is fighting the enemy and your camera is moving very slowly towards them.

Allow players to always change the speed of the camera movement. Just make sure they know where to find this option, and also give them a few speeds to choose from, like slow, medium, fast. And also create a slider to adjust.

In the beginning there was a static screen. The static camera looked great in games like Space and the Kongs of Donkey. But that was in 1981, when no one knew better. And then the players wanted more. And in 1982, the focused camera appeared.

Focused Camera: The focused camera is following some game object and moving with it. This kind of camera was a revolution in video games. Game developers could create bigger and deeper levels. There are two main implementations of a focused camera. First, it's just a moving camera that focuses on the player and doesn't let go of the center of the screen. In this case, it is most beneficial to implement the style when the player walks from left to right, and the world gradually goes off the screen.

When using this type of camera, never delete the world that is left behind. Suddenly the player wants to return? Always make sure you do this, otherwise the players may break your game.

The second type of focused camera is the camera that follows the player directly. That is why this type of camera is often used in flight simulators and racing. This type of camera is also used in first-person shooters such as Operation Wolf or Panzer Gragoon. More often than not, if the player moves out of the camera, something terrible will happen (such as death).

The focused camera dominates home video games. There were a lot of games of this type. When you often do something over and over again, if there is a chance to create an innovation. And it happened. And twice.

The first was Mode 7, named after 7 (of 8) Super Nintendo Entertainment back-screen wallpapers. The artists turned the background of the game into perspective. Sprites changed against this background, and also increased in size, creating the illusion of movement. Great examples of Mode 7 are Mario Kart, F-Zero and Super Star Wars. However, designing mode 7 to work correctly is a very difficult task. There are no modern games using this technology anymore.

In addition to focused cameras, programmers have come up with another subspecies of game levels. Each level was divided into several paths that followed each other, the very last layer was wallpaper (picture above). Such games still exist and some of them are quite popular.

Well, from now on, you have to forget about the principle called "where I am, there the camera goes." No good equipment will save a bad operator, and no bad technique will spoil a real artist. Proper shooting is one of the main components of a good video. There are several standard types. Start over:

1. Shooting is static - the camera does not move during the whole shot.

The plan must be speaking.

If you are filming the movement of an object, wait until this object not only runs into the frame, but also manages to run out of it (this is very useful during editing.

A static plan is removed for 6-8 seconds (you need to give the camera time to orient itself).

We will talk more about static shooting in the “frame composition” section.

2. Panorama - an overview of the moving camera.

Panorama happens:

  • horizontal;
  • vertical;
  • Diagonal.

Before you start moving the camera, shoot a few seconds of static, and then start surveying the open spaces. Finish the panorama should also be static. Move the camera smoothly, without jerking. The speed of the panorama depends on what you want to show.

For example, if you are filming how a railroad is being made, move the camera slowly, showing the full weight of this work. If these are attractions (carousels for example) - it is worth increasing the speed, but do not get carried away too much.

Frame composition

You probably already know that there are three types of plan. This:

  • General
  • Average
  • Large (maybe just large and very large (eyes for example)).

The rule of the "golden section"

Mentally divide the frame into a tic-tac-toe pattern. Here is the finished frame. The object is best placed at the intersection of these lines, or on the lines themselves.

When shooting a person (medium / long shot), you need to leave a little “air” above his head.

If you are shooting native spaces, then the horizon line should also be at the level of horizontal divisions.

You can use trees and doorways as a frame for the frame, the effect of shadowing the object is created, but again, this should not be abused.

"Garbage" in the frame is different sockets, switches, wires and everything else that does not carry a semantic load. You need to get rid of garbage, both in life and in the frame.

creative shooting

Creative shooting is a violation of the rules of composition, the type of shooting. But you can break all these rules only when you know them thoroughly and have already filled your hand. Violations must be recognized and justified.

For example, you can shoot from below, showing the huge growth, again, of a basketball player, or, perhaps, a child's view of reality.

Oblique plan - used for greater expressiveness of the plan, but with the right composition.

There is a so-called “floating” camera technique:

You shoot the object you need (most often it is a person) clearly in the middle (the rules of composition are violated here), while the camera approaches, moves away (but not with a zoom lens) and sinks smoothly (!) On its sides, creating a feeling of sea rolling. In this way, some dynamic things are usually removed, for example, skaters, basketball players, etc. But this technique is quite difficult to mount, so do not abuse it.

Use of a mirror. The angle of incidence is equal to the angle of reflection, we know about it since school. Why not use this in our creative? Reflect objects, people. For example, a girl is standing next to the mirror, and a young man is reflected in the mirror, standing at a distance from her.

BIZON's tip: if you're filming a person and they don't know it, take close-up shots (especially if it's a child and he's laughing, crying...). It is through these planes that you can best show a person's emotions. Nothing in the frame distracts from the eyes.

(text prepared with the assistance of Marina Lukoyanova, operator of the Campus program)