POV-Ray : Newsgroups : povray.general : Scripting guidance : Re: Scripting guidance Server Time
6 Aug 2024 02:21:06 EDT (-0400)
  Re: Scripting guidance  
From: bob h
Date: 20 Jun 2002 03:17:58
Message: <3d1181a6@news.povray.org>
"Harold Baize" <bai### [at] itsaucsfedu> wrote in message
news:3d114777@news.povray.org...
>
> That could be accomplished with an old fashioned
> DOS batch file. Maybe someone else can describe
> how to do it within the Windows GUI.

Sure :-) Use the ini files in the Queue instead of the pov files, each with
a Input_File_Name= corresponding to the pov file. Of course that means you
need a ini for every pov, unless someone has another idea.

Oh yeah, Chris Cason had made it possible to render a list of pov files
(Insert Menu bitmaps) from within a single ini by using numbered block
sections. I thought I knew how to do that but I recall never getting it to
work and I think Chris coaxed POV-Ray to count through the settings blocks
internally through the program. Having checked it out again here I could
only get the first section of the ini to be seen if it is also set in the
Ini dialog. If it isn't, the 'object.pov not found' error happens.

bob h

> "Dennis Miller" <dhm### [at] attbicom> wrote in message
> news:3d112fe8$1@news.povray.org...
> > Sorry, can you clarify that a bit. I want to set up a batch of
animations
> to
> > render during my vacation. Each scene file will be in a separate folder
> and
> > will need its own start and end frame, plus most importantly, its own
> clock
> > setting. I tried copying povray.ini to each folder, but it still
rendered
> > using the default povray.ini in the Renderer folder
> > So how can I set up numerous ini files, one per folder, then run a Queue
> so
> > that each scene renders with its own settings? Do I need to add
something
> to
> > the actual scene? I am using the GUI under Windows.
> > Thanks
> > D
> > "Harold Baize" <bai### [at] itsaucsfedu> wrote in message
> > news:3d111f40$1@news.povray.org...
> > >
> > > "Chris Friedl" <cfr### [at] bigpondnetau> wrote in message
> > > news:3d106cd9@news.povray.org...
> > > > Also, I'm working on animations, and have discovered some of the
> > animation
> > > > options (Final_Frame etc). It seems that I have to put these in my
> > > > povray.ini file to work. However whenever I want to switch from
> > generating
> > > > all images of the animation sequence, to say, only one image, I have
> to
> > > edit
> > > > this file and change the value of Final_Frame to 1. Same is true if
I
> > want
> > > > to switch on or off writing of rendered image output files in a
> working
> > > > session. Is there any easier way to do this than editing povray.ini?
> Can
> > > > these controls be placed in the pov script I am working on. It
wasn't
> > > clear
> > > > to me how to do this from the documentation.
> > >
> > > Some of these could be accomplished by editing the POV QuickRes.ini
> file.
> > > It isn't limited to resolution settings. I've customized mine to
include
> > > animation
> > > settings for rendering stereo pairs. For example:
> > >
> > > [800x600, AA 0.3]
> > > Width=800
> > > Height=600
> > > Antialias=On
> > > Antialias_Threshold=0.3
> > >
> > > [Stereo 800x600]
> > > Initial_Frame = 1
> > > Final_Frame = 2
> > > Initial_Clock = 0
> > > Final_Clock = 1
> > > Cyclic_Animation = off
> > > Pause_when_Done = off
> > > +w800 +h600
> > > AntiAlias=On
> > >
> > > I can chose to render just one image or a stereo pair by selecting
> > > the corresponding "quickres" setting. The animation values result in
> > > two images rendered, within the scene script file the clock value
> > > moves the camera to give two view for stereo effect.
> > >
> > > This is the camera definition that makes use of clock value:
> > >
> > > //----- S t e r e o  C a m e r a -------\\
> > > #declare dist=15;
> > > #declare Camx=dist/60;
> > > #if (clock)
> > >   #declare Camx=-(dist/60);
> > > #end
> > > camera {location <Camx,-0.5, -15> look_at <Camx,0,0>
> > > }
> > >
> > >  You can do a lot with a customized quickres.ini file.
> > >
> > > Harold
> > >
> > >
> >
> >
>
>


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