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From: John VanSickle
Subject: A*C + (1-A)*B
Date: 9 Aug 2007 18:20:56
Message: <46bb9348@news.povray.org>
The final shot.

Regards,
John


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Attachments:
Download 's018f.mpg' (236 KB)

From: Kyle
Subject: Re: A*C + (1-A)*B
Date: 10 Aug 2007 09:30:30
Message: <c3qob3dji9i45flfrjdlbp16fngtejgo75@4ax.com>
Cool!


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From: Simon
Subject: Re: A*C + (1-A)*B
Date: 10 Aug 2007 14:05:00
Message: <46bca8cc$1@news.povray.org>
I agree - very VERY nice technique :)
"Kyle" <hob### [at] gatenet> wrote in message 
news:c3qob3dji9i45flfrjdlbp16fngtejgo75@4ax.com...
> Cool!


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From: St 
Subject: Re: A*C + (1-A)*B
Date: 10 Aug 2007 14:58:07
Message: <46bcb53f@news.povray.org>
"John VanSickle" <evi### [at] hotmailcom> wrote in message 
news:46bb9348@news.povray.org...
> The final shot.

    Love it! Although, I'm wondering about the grey, (and maybe what else 
you could do with it - or is that a secret?)  ;)

      ~Steve~


>
> Regards,
> John
>


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From: John VanSickle
Subject: Re: A*C + (1-A)*B
Date: 10 Aug 2007 21:55:08
Message: <46bd16fc@news.povray.org>
St. wrote:
> "John VanSickle" <evi### [at] hotmailcom> wrote in message 
> news:46bb9348@news.povray.org...
> 
>>The final shot.
> 
>     Love it! Although, I'm wondering about the grey, (and maybe what else 
> you could do with it - or is that a secret?)  ;)

I have used this technique before.  In "Cliffhanger" (October 2002) and 
"Dueling Empires" (Oct 2004) which was my October 2004 entry, I used the 
same technique to create the shots where the Greb ships fly into the 
warp gate into warp space, or out of a warp gate into normal space.

In these, Shot B was a view of normal space (with the ring that forms 
the edge of the warp gate), Shot C was exactly the same, except that the 
background was the red-and-black of warp space, and shot A was the mask 
that exactly covered the area of the screen contained by the warp gate's 
edge.  Also, some #if-#end blocks controlled whether ships were in the 
shot or not, so that a ship that went into the gate appeard to enter or 
leave warp space in a believable fashion.

In "Showbots" (July 2000), "A Bold Adventure" (Jan 2005), and "Top Ten 
List" (Jan 2007), I used the same technique to do the digital censoring 
of the caseless robots.  Shot B was rendered at 320x240, shot C was 
rendered at 40x30, and Shot A consisted of the censored models, rendered 
fully white against a black background, rendered at 40x30.

The only thing to remember is that the objects which are present in both 
the B and C shots MUST be positioned identically, relative to the 
camera, and if the masking is based on the objects in the scene, then 
the mask object must properly fit the objects in the scene, usually by 
having the mask objects positioned, relative to the camera, in the same way.

Once you get that going right, the technique is really quite easy.

Regards,
John


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From: St 
Subject: Re: A*C + (1-A)*B
Date: 11 Aug 2007 00:26:22
Message: <46bd3a6e$1@news.povray.org>
"John VanSickle" <evi### [at] hotmailcom> wrote in message 
news:46bd16fc@news.povray.org...

> In "Showbots" (July 2000),


  Hey, I remember "Showbots" from when I got my first PC (end of '99) - I 
think it's what led me on to POV-Ray.  :) I know this because I was really 
impressed with John Wise' "That's Impossible" animation. Animations took 
forever to download back then... ;)


 "A Bold Adventure" (Jan 2005), and "Top Ten
> List" (Jan 2007), I used the same technique to do the digital censoring of 
> the caseless robots.

   Ah, I was wondering about that!


 Shot B was rendered at 320x240, shot C was
> rendered at 40x30,


   40x30 ?? Why that size? Speed?



and Shot A consisted of the censored models, rendered
> fully white against a black background, rendered at 40x30.
>
> The only thing to remember is that the objects which are present in both 
> the B and C shots MUST be positioned identically, relative to the camera, 
> and if the masking is based on the objects in the scene, then the mask 
> object must properly fit the objects in the scene, usually by having the 
> mask objects positioned, relative to the camera, in the same way.

   Phew! I was going to mention in my first reply that 'masks' were possibly 
used, but thought against it because it looked 'too neat'. Good job with 
what you've done there John.



>
> Once you get that going right, the technique is really quite easy.

    I counted 36 animations on your website. I think I'll leave the 
animations to you... Let's see double that number.   ;)

      ~Steve~



>
> Regards,
> John
>


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From: John VanSickle
Subject: Re: A*C + (1-A)*B
Date: 11 Aug 2007 14:27:04
Message: <46bdff78$1@news.povray.org>
St. wrote:
> "John VanSickle" <evi### [at] hotmailcom> wrote in message 

>> Shot B was rendered at 320x240, shot C was rendered at 40x30,
> 
>    40x30 ?? Why that size? Speed?

No, to produce the blockyness.  I used mega anti-aliasing and rendered 
the exact same scene at lower resolution; when scaled back up to 320x240 
in the masking render, it produced a shot in which each 8x8 block of 
pixels was a solid square colored to match the average of the same block 
of pixels from Shot B.

>>The only thing to remember is that the objects which are present in both 
>>the B and C shots MUST be positioned identically, relative to the camera, 
>>and if the masking is based on the objects in the scene, then the mask 
>>object must properly fit the objects in the scene, usually by having the 
>>mask objects positioned, relative to the camera, in the same way.
> 
>    Phew! I was going to mention in my first reply that 'masks' were possibly 
> used, but thought against it because it looked 'too neat'. Good job with 
> what you've done there John.

It's actually quite easy to make sure that everything is positioned 
right, relative to the camera; simply cut and paste the scene code for 
the positioning of the camera and the objects.

It was slightly trickier with the scene above, because for shots A and B 
the models and the camera are positioned exactly, but for shot C the 
scene required that the robots be turned 90 degrees clockwise and 
translated by <-5000,-10,15500>; but the transform only had to be 
applied in four places in the .INC file, so it wasn't that hard.

>>Once you get that going right, the technique is really quite easy.
> 
>     I counted 36 animations on your website. I think I'll leave the 
> animations to you... Let's see double that number.   ;)

I'm working on it.  My next one is already up to 1440 frames (a full 
minute), and it will probably be closer to two minutes when I'm done.

Regards,
John


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From: Nimish Ajmani
Subject: Re: A*C + (1-A)*B
Date: 15 Aug 2007 07:40:00
Message: <web.46c2e5f8f080f6398d92e1a00@news.povray.org>
John VanSickle <evi### [at] hotmailcom> wrote:
> St. wrote:
> > "John VanSickle" <evi### [at] hotmailcom> wrote in message
>
> >> Shot B was rendered at 320x240, shot C was rendered at 40x30,
> >
> >    40x30 ?? Why that size? Speed?
>
> No, to produce the blockyness.  I used mega anti-aliasing and rendered
> the exact same scene at lower resolution; when scaled back up to 320x240
> in the masking render, it produced a shot in which each 8x8 block of
> pixels was a solid square colored to match the average of the same block
> of pixels from Shot B.
>
> >>The only thing to remember is that the objects which are present in both
> >>the B and C shots MUST be positioned identically, relative to the camera,
> >>and if the masking is based on the objects in the scene, then the mask
> >>object must properly fit the objects in the scene, usually by having the
> >>mask objects positioned, relative to the camera, in the same way.
> >
> >    Phew! I was going to mention in my first reply that 'masks' were possibly
> > used, but thought against it because it looked 'too neat'. Good job with
> > what you've done there John.
>
> It's actually quite easy to make sure that everything is positioned
> right, relative to the camera; simply cut and paste the scene code for
> the positioning of the camera and the objects.
>
> It was slightly trickier with the scene above, because for shots A and B
> the models and the camera are positioned exactly, but for shot C the
> scene required that the robots be turned 90 degrees clockwise and
> translated by <-5000,-10,15500>; but the transform only had to be
> applied in four places in the .INC file, so it wasn't that hard.
>
> >>Once you get that going right, the technique is really quite easy.
> >
> >     I counted 36 animations on your website. I think I'll leave the
> > animations to you... Let's see double that number.   ;)
>
> I'm working on it.  My next one is already up to 1440 frames (a full
> minute), and it will probably be closer to two minutes when I'm done.
>
> Regards,
> John

I'm wondering why you haven't placed your animation for the 'Dance' round on
your website.

Also, I like that animation of yours.  I always use texture_maps to do most
of my fading, with usually bozo or waves for the best effect.

  --Nimish


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From: John VanSickle
Subject: Re: A*C + (1-A)*B
Date: 17 Aug 2007 17:07:53
Message: <46c60e29@news.povray.org>
Nimish Ajmani wrote:

> I'm wondering why you haven't placed your animation for the 'Dance' round on
> your website.

I generally don't put them on my geocities page until the round has been 
voted on.  I suppose that I could make an exception for this round...

Regards,
John


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From: Nimish Ajmani
Subject: Re: A*C + (1-A)*B
Date: 17 Aug 2007 21:40:01
Message: <web.46c64c98f080f6398d92e1a00@news.povray.org>
John VanSickle <evi### [at] hotmailcom> wrote:
> Nimish Ajmani wrote:
>
> > I'm wondering why you haven't placed your animation for the 'Dance' round on
> > your website.
>
> I generally don't put them on my geocities page until the round has been
> voted on.  I suppose that I could make an exception for this round...

Well, this is a non-voting round. :)

> Regards,
> John

One quick question.  For the application of the mask, do you do it directly
in Pov-ray or is it post-processed in a movie editor?

  --Nimish


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