|
![](/i/fill.gif) |
sascha wrote:
> and no, some animations can't
> be rendered using POV's built in "animation" features, e.g. if large
> meshes are generated per frame
This doesn't have anything to do with the original topic but all right,
for those who didn't know:
When you have a set of scenes
scene_a.pov
scene_b.pov
...
scene_x.pov
and you want to render them all you can *always* do so, no matter how
large meshes or whatever are generated in those scenes, by rendering the
following animation:
#switch (frame_number)
#case (1)
#include "scene_a.pov"
#break
#case (2)
#include "scene_a.pov"
#break
...
#case (X)
#include "scene_x.pov"
#break
#end
Of course if you use a numerical naming scheme for the scenes you can
further reduce that to a one-liner but that's just for the lazy...
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 24 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
Post a reply to this message
|
![](/i/fill.gif) |