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30 Jun 2024 04:52:04 EDT (-0400)
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From: St 
Subject: Re: 2 Opal rings
Date: 24 Feb 2007 09:36:22
Message: <45e04d66@news.povray.org>
Hey, thanks for the help guys! Here's a quick sample of where I'm up to...

   ~Steve~


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Attachments:
Download '3_hoops.wmv.dat' (358 KB)

From: St 
Subject: Re: 2 Opal rings
Date: 24 Feb 2007 09:36:23
Message: <45e04d67$1@news.povray.org>
"Stephen" <mcavoysATaolDOTcom@> wrote in message 
news:to30u2572s1p7etdnk2fu3i9uqeq1vgacf@4ax.com...
> On Fri, 23 Feb 2007 20:26:21 -0000, "St." <dot### [at] dotcom> wrote:
>
>>
>>    Cool! I'd love to see it some time.
>>
> So would I but it was two laptops, eight years and several system crashes 
> ago.
> I probably have it on an Omega zip drive somewhere in storage but when I 
> could
> get to it I don't know :-(

     Never mind, I'm sure it was good. I think I've got to grips with how 
the horse would rise and fall whilst rotating around Y now. See the attached 
in my other post.


> My first animation was a Newton's cradle made out of Red Stripe bottles 
> hanging
> over Jamaica. I was working at Red Stripe in Kingston at the time. That's 
> lost
> too, more's the pity.

      Yeah, when I think of all the models that I lost on my old HD, I could 
weep!  <sniff>

        ~Steve~


>
> Regards
> Stephen


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From: St 
Subject: Re: 2 Opal rings
Date: 24 Feb 2007 15:54:19
Message: <45e0a5fb@news.povray.org>
...And this is where I'm up to now.

   This is the code that I finally came up with for this vid:

     object{
       Horse5     //Two seperate horses exported as one model from Wings
       translate x*0
       translate y*.45*sin(360*clock)
       scale 2.45
       rotate (y*clock*360)
      }

  How do I go about making another set of horses fall when the first set 
rises?


     ~Steve~


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Attachments:
Download '2horses.wmv.dat' (568 KB)

From: Stephen
Subject: Re: 2 Opal rings
Date: 24 Feb 2007 17:35:32
Message: <r7f1u21hf65ha51vokjskae3dgnojk6fk6@4ax.com>
On Sat, 24 Feb 2007 20:53:09 -0000, "St." <dot### [at] dotcom> wrote:

>...And this is where I'm up to now.
>
>   This is the code that I finally came up with for this vid:
>
>     object{
>       Horse5     //Two seperate horses exported as one model from Wings
>       translate x*0
>       translate y*.45*sin(360*clock)
>       scale 2.45
>       rotate (y*clock*360)
>      }
>
>  How do I go about making another set of horses fall when the first set 
>rises?
>
>
>     ~Steve~
>
>
Use the same frequency but with a different phase.
// Untried
object{
       HorseX     //Two separate horses exported as one model from Wings
       translate x*0
       translate y*.45*sin((360*clock) +180)
       scale 2.45
       rotate (y*clock*360)
      }

I would use one horse, declare it, then use it several times.

Regards
	Stephen


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From: Markus Altendorff
Subject: Re: 2 Opal rings
Date: 24 Feb 2007 17:41:55
Message: <45e0bf33@news.povray.org>
St. wrote:
> ...And this is where I'm up to now.
> 
>    This is the code that I finally came up with for this vid:
> 
>      object{
>        Horse5     //Two seperate horses exported as one model from Wings
>        translate x*0
>        translate y*.45*sin(360*clock)
>        scale 2.45
>        rotate (y*clock*360)
>       }
> 
>   How do I go about making another set of horses fall when the first set 
> rises?

Either add 90 degrees to the sin() like:
sin((360*clock) + 90)
or use cos(360*clock) (a cosine is a sine shifted by 90 degrees)

-Markus

(keeps fingers crossed that it isn't 180 degrees, his 
trigonometry lessons being, like, so very 1985...)


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From: St 
Subject: Re: 2 Opal rings
Date: 25 Feb 2007 16:36:13
Message: <45e2014d@news.povray.org>
Ok, thanks Stephen and Markus for putting me on the right track! I now have 
24 horses galavanting around my merry-go-round!  :o)

  So, to the next question; I want to add some lights to the scene, but I 
want them to be flashing on and off throughout the animation. How do I do 
this?

   ~Steve~


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From: Markus Altendorff
Subject: Re: 2 Opal rings
Date: 25 Feb 2007 18:19:04
Message: <45e21968$1@news.povray.org>
St. wrote:
> Ok, thanks Stephen and Markus for putting me on the right track! I now have 
> 24 horses galavanting around my merry-go-round!  :o)
> 
>   So, to the next question; I want to add some lights to the scene, but I 
> want them to be flashing on and off throughout the animation. How do I do 
> this?

I'm no POVer, but i guess after cross-reading

http://www.povray.org/documentation/view/3.6.1/308/

you'd simply use rgb <0.5 + (0.5 * sin(70*clock) ), 0.5 + 
(0.5 * sin(70*clock) ), 0.5 + (0.5 * sin(70*clock) )> as the 
light's color declaration, creating a "soft pulsing" light,
or alternatively something like

  #if ( sin(70*clock) > 0.5 )
light_source {
   <0, 0, 0>
   color rgb<0,0,0>
   translate <-30, 30, -30>
}
  #else
light_source {
   <0, 0, 0>
   color rgb<1,1,1>
   translate <-30, 30, -30>
}
  #end

Not sure if that's the best way to do it, but it worked in 
my first-ever POVray scene :)
It'll result in a lamp that's on/off half of the time. Of 
course, you could just leave out the <0,0,0> lamp.

Flip the value above (from > 0.5 to < 0.5) for a second set 
of lights that are on while the first set is off. Place them 
around the upper rim of the carousel.

-M


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From: Stephen
Subject: Re: 2 Opal rings
Date: 25 Feb 2007 23:59:14
Message: <94q4u2lgc1q6qvvb27qli21ees68imnnhp@4ax.com>
On Sun, 25 Feb 2007 21:35:41 -0000, "St." <dot### [at] dotcom> wrote:

>
>  So, to the next question; I want to add some lights to the scene, but I 
>want them to be flashing on and off throughout the animation. How do I do 
>this?

You could also use the switch directive. To start off with keep the debug
statement in. In fact it is good practice to use debug in animations especially
when scenes get complicated. Debug and concat are your friends :-). 

#switch (clock)
    #range(0,0.2) 
    #debug "Range A"
light_source {
  <0, 0, 0>  color rgb <1, 1, 1>  // White light
  translate <-30, 30, -30>
}
        #break

    #range(0.2,0.4)  
    #debug "Range B"
light_source {
  <0, 0, 0>  color rgb <1, 0,0>  // Red light
  translate <-30, 30, -30>
}
        #break

    #range(0.4,0.6)  
    #debug "Range C"
light_source {
  <0, 0, 0>  color rgb <0, 1,0>  // Green light
  translate <-30, 30, -30>
}
        #break

    #range(0.6,0.8)  
    #debug "Range D"
light_source {
  <0, 0, 0>  color rgb <0, 0,1>  // Blue light
  translate <-30, 30, -30>
}
        #break

    #range(0.8,1)  
    #debug "Range E"
light_source {
  <0, 0, 0>  color rgb <0, 0,0>  // Blue light
  translate <-30, 30, -30>
}
        #break

#end

Regards
	Stephen


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From: St 
Subject: Re: 2 Opal rings
Date: 27 Feb 2007 16:46:02
Message: <45e4a69a$1@news.povray.org>
Ok, I've got a flashing white light now. Cool!  :)

  This is with a part of Markus' code, but, I'm going to give Stephen's 
answer a go for a different effect too.

  Working on it now in a new sample scene.

   Overall, my concept with this (rotating and lit carousel) animation, is 
to get it as real as I can, but the main idea behind it is because I 
couldn't find a decent vid on the 'net to illustrate a (proper) revolving 
carousel. Maybe this will guide a few others if I can get it near ok.


    ~Steve~


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From: Greg M  Johnson
Subject: Re: 2 Opal rings
Date: 8 Mar 2007 22:23:39
Message: <45f0d33b@news.povray.org>
AWSOME!


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