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That's something I do a lot. You'll need Chris Colefax's Clock Mod macros to do
it:
// Switch
#local do_lens_cap=yes;
// Camera
#local camloc=<-75,30,0>;
camera {
perspective
location camloc
right x*image_width up y*image_height
angle 25
look_at <0,1,0>
}
// Lens cap!
#if (do_lens_cap)
sphere {
camloc 1
pigment {rgbf <1,1,1,From (0,0) To_Using (0.025,1,"A") To (0.975,1) To_Using
(1,0,"D")>}
finish {ambient 0 diffuse 0}
hollow on
no_shadow
}
#end
The only side effect is that scenes rendered at a quality setting of less than
six (+q6) will be nothing but black...
"hughes, b." <omn### [at] charter net> wrote in message
news:3dea64f1@news.povray.org...
> I'm back to discredit my first suggestion about how to fade-to-black within
> POV-Ray. Lights and ambience are probably about as poor a choice for doing
> such a thing with that I can think of. It was a spur of the moment answer,
> sorry.
>
> Perhaps the best way would be to use a tiny sphere encompassing the camera,
> its location set to the camera's. A texture for it like so:
>
> texture {
> pigment {
> rgbt FB
> }
> finish {
> ambient 0 diffuse 0
> }
> }
>
> where FB goes from 1 to 0 over the duration. Hopefully that wouldn't have
> any side effects on the rest of the scene. Would also solve the problem of
> this working with emitting media and high pigment values which might be used
> in objects.
>
> BTW, in case you were actually asking how to fade from one scene to
> another... that could prove difficult. Theoretically, you could add a
> transmit to each and every object of two separate sets of scenes and
> increase the transparency while decreasing the other; however, surface
> finishes and coincident surfaces could prove a problem and need further
> attention.
>
> A workaround might be to put a transparent plane between the scenes, camera
> looking directly into it and seeing only one scene. Then increase reflection
> in the finish of that plane to 100% to see only the second scene that is
> placed directly behind the camera. Main problems to overcome there is angle
> of reflection (which isn't too much of a problem), perspective (due to angle
> of mirror), and lights (solvable using light_group).
>
>
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