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From: Ger
Subject: Re: Floor plan animation
Date: 18 Jan 2006 17:57:32
Message: <43cec7dc@news.povray.org>
"StephenS" <sshonfield(at)ottawa(dot)net> wrote:

>> Very nifty! That's what I was trying to do with my castle macros, but
>> the rendering takes so long for a single image (due primarily to the
>> lighting) that making an animation turned out to be infeasible.
>>
> Thank you. If the animation gets longer than my patience to render it, I
> may turn it into a slide show instead :-)
> 
> Stephen

Neat
 :)

I would like to see this turned into a fully working factory :)

You might wanna turn off radiosity in your renders. It will reduce the
flickering in the animation and speed up the render precess by a couple of
magnitudes
-- 
Ger


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From: StephenS
Subject: Re: Floor plan animation
Date: 18 Jan 2006 20:37:31
Message: <43ceed5b$1@news.povray.org>
> Neat
>  :)
>
> I would like to see this turned into a fully working factory :)
>
> You might wanna turn off radiosity in your renders. It will reduce the
> flickering in the animation and speed up the render precess by a couple of
> magnitudes
> --
> Ger
I have tried using lights early on, 50 point lights, but was disappointed
with the shadows this created. A small mount of flickering is acceptable,
but not the current amount. Any suggestions on how to light the interior of
a building like this with lights?

Stephen


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From: Ger
Subject: Re: Floor plan animation
Date: 19 Jan 2006 04:34:50
Message: <43cf5d3a@news.povray.org>
"StephenS" <sshonfield(at)ottawa(dot)net> wrote:

>> Neat
>>  :)
>>
>> I would like to see this turned into a fully working factory :)
>>
>> You might wanna turn off radiosity in your renders. It will reduce the
>> flickering in the animation and speed up the render precess by a couple
>> of magnitudes
>> --
>> Ger
> I have tried using lights early on, 50 point lights, but was disappointed
> with the shadows this created. A small mount of flickering is acceptable,
> but not the current amount. Any suggestions on how to light the interior
> of a building like this with lights?
> 
> Stephen

I use a 3-point lighting for the background light.
If sun light can enter the building then it's something like this

// the sun
light_source{ 0 color SunColor * 0.75
#if (Final)
        area_light <25000, 0, 0>, <0, 0, 25000>, 7, 7
        adaptive 1
#end
        translate SunPosition
}

// background light
light_source{ 0 color SunColor * 0.250
        translate SunPosition
        rotate y * 120 shadowless
        }

light_source{ 0 color SunColor * 0.250
        translate SunPosition
        rotate y * 240 shadowless
        }

one or more rows of overhead point lights, emulating the fluoressent tubes,
for the overall inside lights and  I would use point lights near the
machines so that the machines are clearly visible
-- 
Ger


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From: StephenS
Subject: Re: Floor plan animation
Date: 22 Jan 2006 17:25:02
Message: <43d4063e$1@news.povray.org>
> I use a 3-point lighting for the background light.
> If sun light can enter the building then it's something like this
>
> // the sun
> light_source{ 0 color SunColor * 0.75
> #if (Final)
>         area_light <25000, 0, 0>, <0, 0, 25000>, 7, 7
>         adaptive 1
> #end
>         translate SunPosition
> }
>
> // background light
> light_source{ 0 color SunColor * 0.250
>         translate SunPosition
>         rotate y * 120 shadowless
>         }
>
> light_source{ 0 color SunColor * 0.250
>         translate SunPosition
>         rotate y * 240 shadowless
>         }
>
> one or more rows of overhead point lights, emulating the fluoressent
tubes,
> for the overall inside lights and  I would use point lights near the
> machines so that the machines are clearly visible
> --
> Ger

I've been giving this some thought, I may try it later. The building only
has windows on two sides, several walls and shelves of material block large
portions of the interior from direct sunlight. "rows of overhead point
lights, emulating the fluorescent tubes" is the part I'm struggling with.
There are approximately 14 rows of 10, 8 foot double fluorescent tubes, with
most pieces of equipment having one or more additional light fixtures
hanging from the ceiling. Any suggestions on how many point (or maybe spot)
lights per fixture I should use?

Stephen


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From: Ger
Subject: Re: Floor plan animation
Date: 22 Jan 2006 17:57:57
Message: <43d40df5@news.povray.org>
"StephenS" <sshonfield(at)ottawa(dot)net> wrote:

> 
> I've been giving this some thought, I may try it later. The building only
> has windows on two sides, several walls and shelves of material block
> large portions of the interior from direct sunlight. "rows of overhead
> point lights, emulating the fluorescent tubes" is the part I'm struggling
> with. There are approximately 14 rows of 10, 8 foot double fluorescent
> tubes, with most pieces of equipment having one or more additional light
> fixtures hanging from the ceiling. Any suggestions on how many point (or
> maybe spot) lights per fixture I should use?
> 
> Stephen

This is what I used a while back in a project I was working on
#declare the Lights variable however high/low you want it. Just keep in mind
that this is a multiplier

#if ( Final )
        #declare Lights = 5; // Makes a total of 11 lights per TL-lamp
#else
        #declare Lights = 0; // Just 1 light for preview purposes
#end

#macro TL_Bak(OnOff)
union {
        box {< -25 , 0 , -500 >,<  25 , 70 , 500> pigment { White }}
        box {< -15 , 0 , -500 >,<  15 ,-25 ,-475> pigment { White }}
        box {< -15 , 0 ,  500 >,<  15 ,-25 , 475> pigment { White }}
        cylinder {<0,-25,-500>,<0,-25,-475>,15 pigment { White }}
        cylinder {<0,-25, 500>,<0,-25, 475>,15 pigment { White }}
        cylinder {<0,-25,-450>,<0,-25,450>,20 pigment { White } #if
( WorkshopLights ) finish { ambient 10 } #else finish { Shiny } #end
no_shadow }
        cylinder {<0,-25,-450>,<0,-25,-475>,17.5 pigment { P_Brass5 }}
        cylinder {<0,-25, 450>,<0,-25, 475>,17.5 pigment { P_Brass5 }}

// this is a lil something I used then for testing purposes but I can't
honestly say what or how anymore

        #if ( SpeedLighting )
                #local Multiplicator = 7/2;
        #else
                #local Multiplicator = 1;
        #end
// +++++++++
        #if (WorkshopLights)
                #if (OnOff)
                        #local C=-Lights;
                        #while (C<=Lights)
                        light_source{ 0 color rgb (Multiplicator * Strength / (Lights
* 2 + 1))
                                fade_power 1.00 fade_distance 300 //1.35
                                translate <0, -25, C*(900/(Lights * 2 + 1)) >
                                }
                                #local C=C+1;
                        #end
                #end
        #end
}
#end

// Use as

#declare WorkShopLighting =
union {
        object { TL_Bak(on) translate <-2070, 2400,4200 >}
        object { TL_Bak(on) translate < 2070, 2400,4200 >}
        object { TL_Bak(on) translate <-2070, 2400,2800 >}
        object { TL_Bak(on) translate < 2070, 2400,2800 >}
        object { TL_Bak(on) translate <-2070, 2400,1400 >}
        object { TL_Bak(on) translate < 2070, 2400,1400 >}
        object { TL_Bak(on) translate <-2070, 2400,   0 >}

        object { TL_Bak(on) translate < 2070, 2400,   0 >}
        object { TL_Bak(on) translate <-2070, 2400,-1400 >}
        object { TL_Bak(on) translate < 2070, 2400,-1400 >}
        object { TL_Bak(on) translate <-2070, 2400,-2800 >}
        object { TL_Bak(on) translate < 2070, 2400,-2800 >}
        object { TL_Bak(on) translate <-2070, 2400,-4200 >}
        object { TL_Bak(on) translate < 2070, 2400,-4200 >}
}

Feel free to use/mangle/experiment

-- 
Ger


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From: Ger
Subject: Re: Floor plan animation
Date: 22 Jan 2006 18:09:09
Message: <43d41094@news.povray.org>
Ger wrote:

> "StephenS" <sshonfield(at)ottawa(dot)net> wrote:
> 
>> 
>> I've been giving this some thought, I may try it later. The building only
>> has windows on two sides, several walls and shelves of material block
>> large portions of the interior from direct sunlight. "rows of overhead
>> point lights, emulating the fluorescent tubes" is the part I'm struggling
>> with. There are approximately 14 rows of 10, 8 foot double fluorescent
>> tubes, with most pieces of equipment having one or more additional light
>> fixtures hanging from the ceiling. Any suggestions on how many point (or
>> maybe spot) lights per fixture I should use?
>> 
>> Stephen
> 
> This is what I used a while back in a project I was working on
> #declare the Lights variable however high/low you want it. Just keep in
> #mind
> that this is a multiplier
> 
> #if ( Final )
>         #declare Lights = 5; // Makes a total of 11 lights per TL-lamp
> #else
>         #declare Lights = 0; // Just 1 light for preview purposes
> #end
> 
> #macro TL_Bak(OnOff)
> union {
>         box {< -25 , 0 , -500 >,<  25 , 70 , 500> pigment { White }}
>         box {< -15 , 0 , -500 >,<  15 ,-25 ,-475> pigment { White }}
>         box {< -15 , 0 ,  500 >,<  15 ,-25 , 475> pigment { White }}
>         cylinder {<0,-25,-500>,<0,-25,-475>,15 pigment { White }}
>         cylinder {<0,-25, 500>,<0,-25, 475>,15 pigment { White }}
>         cylinder {<0,-25,-450>,<0,-25,450>,20 pigment { White } #if
> ( WorkshopLights ) finish { ambient 10 } #else finish { Shiny } #end
> no_shadow }
>         cylinder {<0,-25,-450>,<0,-25,-475>,17.5 pigment { P_Brass5 }}
>         cylinder {<0,-25, 450>,<0,-25, 475>,17.5 pigment { P_Brass5 }}
> 
> // this is a lil something I used then for testing purposes but I can't
> honestly say what or how anymore
> 
>         #if ( SpeedLighting )
>                 #local Multiplicator = 7/2;
>         #else
>                 #local Multiplicator = 1;
>         #end
> // +++++++++
>         #if (WorkshopLights)
>                 #if (OnOff)
>                         #local C=-Lights;
>                         #while (C<=Lights)
>                         light_source{ 0 color rgb (Multiplicator *
>                         Strength / (Lights * 2 + 1))
>                                 fade_power 1.00 fade_distance 300 //1.35
>                                 translate <0, -25, C*(900/(Lights * 2 +
>                                 1)) > }
>                                 #local C=C+1;
>                         #end
>                 #end
>         #end
> }
> #end
> 
> // Use as
> 
> #declare WorkShopLighting =
> union {
>         object { TL_Bak(on) translate <-2070, 2400,4200 >}
>         object { TL_Bak(on) translate < 2070, 2400,4200 >}
>         object { TL_Bak(on) translate <-2070, 2400,2800 >}
>         object { TL_Bak(on) translate < 2070, 2400,2800 >}
>         object { TL_Bak(on) translate <-2070, 2400,1400 >}
>         object { TL_Bak(on) translate < 2070, 2400,1400 >}
>         object { TL_Bak(on) translate <-2070, 2400,   0 >}
> 
>         object { TL_Bak(on) translate < 2070, 2400,   0 >}
>         object { TL_Bak(on) translate <-2070, 2400,-1400 >}
>         object { TL_Bak(on) translate < 2070, 2400,-1400 >}
>         object { TL_Bak(on) translate <-2070, 2400,-2800 >}
>         object { TL_Bak(on) translate < 2070, 2400,-2800 >}
>         object { TL_Bak(on) translate <-2070, 2400,-4200 >}
>         object { TL_Bak(on) translate < 2070, 2400,-4200 >}
> }
> 
> Feel free to use/mangle/experiment
> 

Check p.b.i for an example image (workshop)
-- 
Ger


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From: StephenS
Subject: Re: Floor plan animation
Date: 23 Jan 2006 06:06:33
Message: <43d4b8b9$1@news.povray.org>
...
> > Feel free to use/mangle/experiment
> >
>
> Check p.b.i for an example image (workshop)
> --
> Ger
Thanks, as time permits I'll experiment. The image is very close to the
style I was thinking of.

Stephen


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From: StephenS
Subject: Re: Floor plan animation (small update)
Date: 22 Feb 2006 06:22:22
Message: <43fc496e$1@news.povray.org>
This is my attempt at an animation, and not just a rotating object at the
origin.
http://ca.geocities.com/morbjectay/animations.htm
Floorplan_B.mpg 1437kb, 300 frames
Floorplan_F.mpg 487kb, 100 frames

I've reduced the use of radiosity and included a point light at the camera
location.

Comments most welcome.

 Stephen


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From: RusHHouR
Subject: Re: Floor plan animation (small update)
Date: 13 Mar 2006 23:30:00
Message: <web.4416460aa1fb7ad147d3ae5e0@news.povray.org>
"StephenS" <sshonfield(at)ottawa(dot)net> wrote:
> This is my attempt at an animation, and not just a rotating object at the
> origin.
> http://ca.geocities.com/morbjectay/animations.htm
> Floorplan_B.mpg 1437kb, 300 frames
> Floorplan_F.mpg 487kb, 100 frames
>
> I've reduced the use of radiosity and included a point light at the camera
> location.
>
> Comments most welcome.
>
>  Stephen

That is cool, but I almost missed this one. Create new thread?
Can you show how you make your camera move through a path like that?
In my "Tomb", I made several clips and put them together afterwards. Would
be better to make all movement in the same file...


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From: StephenS
Subject: Re: Floor plan animation (small update)
Date: 14 Mar 2006 05:59:08
Message: <4416a1fc$1@news.povray.org>
> That is cool, but I almost missed this one. Create new thread?
> Can you show how you make your camera move through a path like that?
> In my "Tomb", I made several clips and put them together afterwards. Would
> be better to make all movement in the same file...
>
Thanks.

For the camera, I declare some splines first, points going from 0 to 1 with
a point before and after incase I use quadratic.

#declare lookatspline_C =
spline {
  quadratic_spline
  -0.1 ,< 15700 , 350 , 600 >
  0 ,< 16030 , 390 , 600 >
...

#declare locationspline_C =
spline {
  quadratic_spline
  -0.1 ,< 15700 , 360 , 600 >
  0 ,< 16000 , 360 , 600 >
...

For the camera, part of the definition looks like this
#if(clock_on=0)
  camera{
... stuff for still picture
#else
  camera{
  perspective
  #ifdef (locationspline_C)
    location locationspline_C(clock)
  #else
    location <0,0,0>
  #end
  #ifdef (lookatspline_C)
    look_at lookatspline_C(clock)
  #else
    look_at <0,.5,0>
  #end
#end
}
light_source {
locationspline_C(clock)
, rgb <.8,.8,.8>
}
I was unhappy with a radiosity only lighting, so I have a light follow along
with the camera.

I started out with one long walk (now removed from website) but decided to
brake it up into smaller shots. This is a long term project for me, as I
slowly improve the scene elements, I'll update portions of the animation.

Stephen


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