DIY static pressure chamber. Plenum chamber

The static pressure chamber - PSC - serves to distribute the speed across the cross section of the air distributor. The plenum is a metal box with a pipe that connects to the air duct. Devices are installed inside the chamber: bumpers, dividers and sound-absorbing material.

Functions and operation of the static pressure chamber - KSD

When air enters the chamber, its speed decreases, and 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 full pressure, as a result, the air flow is stabilized.

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

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3. Delivery transport company to other regions of the Russian Federation An adapter for a ventilation grille or a static pressure chamber is used as a transition from a round, square or rectangular duct section to a ventilation grille. The ventilation adapter serves to reduce the pressure drop from the ventilation duct to the grille and makes installation of the grille product easier. The manufacturing material is mainly metal (steel thickness - 0.5 mm and 0.7 mm). When ordering an adapter, you must specify the following parameters:
  • size of the ventilation grill installed in the adapter,
  • height of the adapter (i.e. depth of the product: if the grille is equipped with an air flow valve or other air distribution device, it is necessary to provide space for it),
  • insert diameter,
  • method of fastening and side of insertion (side, top).

Features of ventilation adapters for grilles

Our company "Ventoshop.ru" is official dealer manufacturer of ventilation adapters and therefore is ready to offer you the most low prices on the market. The cost of the product 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. The insertion diameter of the ventilation adapter is standard: 100 mm, 125 mm, 160 mm, 200 mm, 250 mm. etc. 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 coating. polymer paint. The length of the static pressure chambers rarely exceeds 2000 mm - if it is necessary to install a chamber larger size a prefabricated structure is ordered.

The adapters are installed to the ventilation shaft using aluminum tape and clamps; the ventilation grille is attached to the chamber using screw connections. At the same time, the weight of standard size structures 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.)

Well, from now on you will have to forget about the principle called “where I go, the camera goes.” No good equipment can save a bad operator, and no bad equipment can ruin a true artist. Proper shooting is one of the main components good video. There are several standard types of it. Let's start from the beginning:

1. The shooting is static - the camera does not move during the entire shot.

The plan must be telling.

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

A static shot takes 6-8 seconds to shoot (you need to give the camera time to orient itself).

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

2. Panorama - overview with a moving camera.

Panorama happens:

  • Horizontal;
  • Vertical;
  • Diagonal.

Before the camera starts moving, shoot a few seconds of static, and then begin to survey the open spaces. The panorama should also end with static. Move the camera smoothly, without jerking. The speed of the panorama depends on what you want to show.

For example, if you film as they do railway, move the camera slowly, showing the severity of this work. If these are rides (carousels, for example), you should increase the speed, but don’t get too carried away.

Frame composition

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

  • General
  • Average
  • Large (can be simply large and very large (eyes, for example)).

The golden ratio rule

Mentally divide the frame into a pattern for playing tic-tac-toe. Now the frame breakdown is ready. The object is best placed at the intersection of these lines, or on the lines themselves.

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

If you are photographing your native expanses, then the horizon line should also be at the level of the horizontal divisions.

You can use trees and doorways as a frame for the shot, creating the effect of following the object, but again you should not abuse this.

The “garbage” in the frame is various sockets, switches, wires and everything like that that does not carry a semantic load. You need to get rid of garbage, both in life and on camera.

Creative photography

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

For example, you can shoot from below, showing the enormous height of a basketball player, or, perhaps, a child’s view of reality.

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

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

You shoot the subject you need (most often it’s a person) clearly in the middle (the rules of composition are violated here), and the camera moves closer, moves away (but not with a zoom lens) and falls smoothly (!) on the sides, creating a feeling of sea motion. This method is usually used to film some dynamic things, such as skaters, basketball players, etc. But this technique is quite difficult to install, so do not overuse it.

Using a mirror. The angle of incidence is equal to the angle of reflection, we have known this since school. Why not use this in our creative? Reflect objects, people. For example, a girl is standing next to a mirror, and a young man standing away from her is reflected in the mirror.

Advice from BIZONa: if you are filming a person and he doesn’t know about it, dial close-ups(especially if it is a child and he laughs, cries...). 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 “Student Town” program)

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

Static chamber: The plenum box does not move and is fixed in one position. The earliest video games used static cameras because scrolling had not yet been invented, 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. Which means invisible side objects may not be processed.

Static cameras can still be found in older games, or in arcade/puzzle games like Peggle and the “find the object” games your mom likes to play. Another advantage of a static camera is that you can use a static camera to create a certain mood. The right angles can really scare the player in horror games, such as Alone in the Dark and Resident Evil. The developers of these games not only used static cameras for the view in a certain room, but also placed it in the most effective 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 a large number animations and effects to keep the screen alive.

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

Moving camera. Imagine you are looking at your workspace. Or use the picture above if you have a weak 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 objects behind the screen. You even found this book next to the pen. Fabulous!

A moving camera has all the benefits of a static camera, but with additional ones such as movement, and also gives the player the feeling of an explorer. If you use a moving camera along with an isometric one, you can easily create beautiful miniature games. There's nothing weird about camera movement.

Work with your programmer and adjust the hydraulics of your camera: the speed of movement, and also the angles of inclination. Fast scrolling irritates the player, as he cannot grab the pieces of the map he needs. Conversely, do not make the movement speed low. This is especially disastrous in games where your small army is fighting the enemy and your camera moves towards them very slowly.

Allow players to always change camera movement speed. Just make sure they know where to find this option, and also give them a few speeds to choose from, such as “slow” “medium” “fast”. And also create a slider for adjustment.

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 any better. And then the players wanted more. And in 1982 the focused camera appeared.

Focused camera: A focused camera follows a game object and moves with it. This type 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 stays in the center of the screen. In this case, it is most advantageous to implement a style where the player goes from left to right, and the world gradually moves off the screen.

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

The second type of focused camera is a camera that follows directly behind the player. This 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 steps outside the camera, something terrible will happen (such as death).

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

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

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