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I don't think you can set KFF from a scene file, but you can set the number of
attractions along with KFF from the ini file, right?
Form the documentation:
Declare=IDENTIFIER=FLOAT Declares an identifier with a float value
You can now declare a constant in an INI file, and that constant will be available to
the scene. Since INI file statements may also be laced on the command-line, you can
therefore also declare on the command-line (though there is no switch for it).
Declare=MyValue=24
This would be the same as a #declare MyValue=24; in a scene file. The value on the
right-hand side must be a constant float value.
A possible use could be switching off radiosity or photons from commandline:
--in INI-file / on command-line
Declare=RAD=0
--in scenefile
global_settings {
#if (RAD)
radiosity {
...
}
#end
}
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Then have the POV file generate a number of attractions dependent on that parameter.
To keep the number of attractions and kff aligned, I'd consider setting generating the
INI with Perl (or just calling POV with command line options)
Dan
Mathuin wrote:
> While designing my animation, I came across two snags, both of which could be
> easily fixed if I could set KFF from within my scene file.
>
> The animation is pretty simple: it travels from point to point through the
> scene, looking at attractions from different perspectives. The first snag is
> that I would like the number of frames to scale with the number of objects --
> half as many attractions means twice as many frames per attraction which means
> the animation runs twice as "slow". The second snag is that the set of frames
> allocated to each attraction counts both moving to the attraction and looking
> at it but the last "attraction" is an overhead view so I only need half as many
> frames to get the desired effect. Being able to set KFF to something like
> (dimension_size(Attractions,1)-0.5)*FramesPerAttraction would allow me to focus
> on creating attractions and not on tweaking command-line settings.
>
> I recognize that this sort of feature could lead to total chaos, so if there's
> another way to solve this from inside the scene, I'm all ears. Thanks!
>
>
>
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