dpi doesn't mean diddly. Ignore it. Purge it from your mind.
All that matters are the pixel dimensions of the image. HD 1080 is 1920x1080 in square pixels. Set your rendering software to that frame size.
780x420 at 72dpi is 780x420. 780x420 at 300dpi is still 780x420. 780x420 at 7200dpi is still 780x420. dpi is meaningless.
The only time dpi matters at all is when you are scanning from a printed original or printing the output to paper. Since neither of those is involved when going from your animation software to video, dpi is meaningless.
Did i say that enough times? Let's go for one more ... dpi is meaningless. ;)
Dots per inch (dpi) isn't useful, as Kelly has already stated, but it CAN be converted to something useful. What is useful? The measure of the total pixels in your video frame, still photo file, or other image.
There are two common ways to express the total number of pixels:
1. Give the number of pixels in the horizontal direction and also the number in the vertical direction. For instance, NTSC DV 4:3 video is 720 pixels by 480 pixels.
2. Give the total number of pixels. This is simply the result of multiplying the two numbers given in #1: 720 x 480 = 0.346 megapixels. Digital still photo cameras are usually specified in this terminology.
Now, in printing, dots per inch is often used, because to make a picture look good on a piece of paper, you have to stuff a certain number of dots into each square inch of paper. If you don't, the picture looks grainy, like newspaper. Based on how your eye perceives things, and on the technology of printing, it turns out that pictures start to look pretty good when you put about a 150 dots (horizontal) by 150 dots (vertical) into each square inch.
Now, with that as background, here is how you can convert dots per inch into one of the two measures (#1 and #2) that are useful when dealing with video: you simply multiply the dpi times the size of the image. So, if you scan a physical photograph (using a flatbed scanner, for instance) and you scan at 200 dpi, and the picture is a 4x6 photo, then the total pixels is 200 times 4 = 800 by 200 time 6 = 1200. Thus, the resulting file will be 800x1200 (or 1200x800, depending on how you rotate the image) and the total pixels will 800x1200 = 0.960 megapixels.
Thus endeth today's lesson. There will be a test at start of class tomorrow.
You have too many pixels in the X direction, so Vegas truncates.
720/480 = 1.5
1980/1080 = 1.83
If you want the picture to look exactly the same, it has to be scanned at 1620 x 1080. Otherwise you will have to stretch to fill (in which case the picture will be distorted) or crop it (in which case you will lose image on the left and right side of the original picture).
I was told that 1920 x 1080 is the pixel resolution for wide screen yet when I render at this resolution I have black area on both left and right in my preview.
I then found that 1980 filled in the whole area.
Now I've got the last post stating that 1620x1080 is the correct size?
Well, actually anything from 1x1080 to <infinityx1080 is correct, depending on the pixel aspect ratio. 1920x1080 is correct if you have square pixels (PAR of 1.0). I suspect your problem is that somehow you don't have square pixels. 1980x1080 would fit if your PAR was 0.9697. 1620x1080 would fit if it was 1.1852. You may want to check whatever is producing your original images and make sure it's saving with square pixels.