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David Brickell wrote:
> I have been following your threads very closely (I am a browser not much
> of a poster) and have been waiting for every new arrival.
Cool. Makes me feel good to have brought a lurker out from the darkness.
> This is something I have wanted to do myself for a long while and
> although knowing the math behind it would not know how to implement it.
Its not really that hard. Was it the animation, or the track itself
that you weren't sure how to implement?
> I noticed in your animation that some of the track is still missing
> (very small criticism) on some of the track that is visible from the
> current position. Dont know if you are aware of this or not. If you
> want the times let me know. It seems to be on the high points of the
> track.
The beginning of the first drop as a gap in the very top. That's a
known problem. That's simply because the very last segment isn't drawn.
That will be fixed later. The first drop can be seen on the right
before entering the helix at about 25 seconds. As it goes over a bunny
hill at about the 30 second mark, you can see it on the left. Then for
a split second at 39 seconds you can see it going up the hill. Then one
final glimpse of it at 47 seconds as you enter the last turn.
Its all the same hill, unless there's some other parts where track
disappears. There's no reason anything SHOULD be disappearing. The
track is generated once and saved into an include file, which is then
included on every frame.
> Keep up the excellent work on this, I for one am waiting for the next
> installment.
I'm currently rendering one with the framerate set to 300 fps. The idea
is to turn it into a 30 fps video with 10-sample motion blur. I made
another .pov file for making motion blur easy. I haven't made it
configureable yet, but you'll just give it the prefix (ie, "image") the
number of digits, the suffix, and the number of samples per frame, and
it'll turn every N frames into a single frame by rendering them all to a
box with an average of image_maps. For example, if the prefix is
"bezier", digits is 5, suffix is ".png", and 10 samples per frame, it'll
turn bezier00000.png through bezier00009.png to image00000.png,
bezier00010.png though bezier00019.png into image00001.png, and so on.
So basically, to get motion blur, you just render your scene with a high
number of frames, then open up the motion blur .pov file, set the
#declares at the beginning, and render it, and you'll be done.
I'll probably post it to p.b.s-f when I'm done.
-DJ
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