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On Fri, 9 Feb 2007 12:44:59 EST, "quickfur" <qui### [at] quickfur ath cx> wrote:
>Maybe you should also check to make sure no light sources are
>lying exactly on the surface of some object
That's interesting, something I've never thought about. Probably because I use a
modeller and can see where my objects are.
I still think the culprit is the materials and of course we never use jitter or
crand. I would have posted the mpg I did but the only flicker was in the ground
and that's not what I was testing.
Regards
Stephen
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"Charles C" <nomail@nomail> wrote:
> "RusHHouR" <gee### [at] mail nu> wrote:
> > >
> > > Nice animation especially the timing. Your materials are not particularly
> > > suitable for animations, though. But then you must know this from your post
> > >
> > > Stephen
> >
> > Hehehe. Thanks, and yeah, the door's flicker doesnt go by unnoticed... XD
> >
> > About the flickering flick; more fps, sturm off(!) and high AA actually got
> > rid of most of it. Scaling up texture and experimenting with different
> > bitrates settings also playes a part.
> >
> > So I learnt a lot there! None of that shows in this clip though! ;)
>
> Two other things: If you don't already have jitter off in your ini file,
> definitely turn it off. Then also if you don't mind rendering X times as
> many more frames, you could do a little motion blur instead of a higher
> fps. You can set up another .pov scene to average every Y number frames for
> some subtle motion blur. It should be subtle if X >= Y.
>
> BTW, nice brick/stone-work. I can't wait to see what's upstairs!
>
> Charles
Hehe thx Charles!
I have to stress that this render wsa only a test for the movement of camera
+ door. But the jitter discussion is always interesting. Motion blur, gotta
look into that!
However, I think Ill have to disappoint you on the upstairs... The stairs
are gone or let's say moved. This is what the scene is now. Will probably
just end up as a still...
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