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Chris Colefax wrote:
> Therefore, if you want to perform calculations across multiple frames,
> you either have to recalculate the necessary information for each frame
> (using the current clock value) - this is the method I use in my
> Explosion and Liquid Spray include files - or, you can save and read the
> values of the variables, as you suggested.
> In POV-Ray 3.0x, you can use the #debug directive to write
Thanks for the tips! Is there an easy way to decide the number of
iterations I want the animation to go through? Suppose I want to test
it at 15 frames several times, then go to 150 frames. I'm wondering if
I would have to do a whole bunch of retyping in several places in order
to key my while statements with the number of frames.
> And finally, regarding the animation slowdown
In my animation, I wanted a large translucent plastic sign to be visible
in the reflections of my Metal Men, and to be visible with a color
shadow on the ground. I ended up using (perhaps ineptly) a combination
of ambient and transmission in the color. The sign wasn't visible at the
beginning, and there were a more reflective objects at the end. This
could easily explain the slowdown.
> (quite common at that) is a problem with the automatic bounding
> threshold
I read about bounding in the 3.02 docs. When I saw that a large majority
of the ray tests had to do with my blob figures, I added bounding
statements for the blobs. POV gave me all kinds of warning messages
about unnecessary bounding, so I removed it and went on. I DO NOT
understand the concept of bounding: my experience destroyed any
intuition on the subject.
___________________
Greg M. Johnson
"Volunteer firefighters is fine, ma'am, but don't tell me there ain't
nobody burnin' in that buildin'," said the Fire Chief to the Libertarian
Lady.
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