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"SharkD" <nomail@nomail> wrote in message
news:web.4768a89468c45c83d685a5c80@news.povray.org...
> Jan Dvorak <jan### [at] centrumcz> wrote:
>> I'm doing something else. I do not move the camera nor I change its
>> aperture. I only move the focal plane. I can do the latter after this
>> one.
>
> OK, that would be great. Ideally it would be a simple scene (of a cube
> maybe)
> that converts well to GIF. I.e., GIF compression works best with images
> that
> aren't too "busy" and use few colors. Anti-aliasing would need to be
> turned
> off, as well as the diffuse parameter. Ambient light would need to be set
> to 1.
> I could do it myself if you could describe the method of accomplishing
> this.
>
> -Mike
>
Hi Mike,
The general approach I'd recommend is to move the camera back and adjust the
camera angle so that roughly the same amount of screen area is captured in
each render.
The following example renders a 100 frame animation in a couple of seconds
at 160x120 using the command line parameters shown in the comment (initial
frame 0 - final frame 100).
// +kfi0 +kff100
#include "math.inc"
#declare CameraDistance = frame_number/10;
#declare CameraAngle = atan2d(5,CameraDistance);
camera {location <-1,1,-1>-CameraDistance*z look_at 0 angle CameraAngle}
light_source {<50, 10,-40> color rgb 1 }
box {0,1.5 pigment {rgb <1,1,0>}}
sphere {-0.5,1 pigment {rgb <0,1,0>}}
text {
ttf
"Arial.ttf",
concat("Dist: ",str(CameraDistance,2,2)," Angle:
",str(CameraAngle,2,0)),0.2,0
scale 0.4
translate <-1.5,0.5,-0.5>
texture {
pigment {rgb <1,0,0>}
finish {ambient 2}
}
}
Hope this helps,
Regards,
Chris B.
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