POV-Ray : Newsgroups : povray.binaries.animations : Vertex-motionblur in Megapov Server Time
17 May 2024 16:06:03 EDT (-0400)
  Vertex-motionblur in Megapov (Message 1 to 4 of 4)  
From: H  Karsten
Subject: Vertex-motionblur in Megapov
Date: 5 Jan 2009 17:25:01
Message: <web.4962871b77f8acca20776f0@news.povray.org>
Hi people!

While taking a closer look to the motionblur in megapov, I regonized that a
vertex-motionblur is possible.
All examples working only with transforms, such as translate, rotate, scale...

I've started to write a universal PovScript to handle a syntax, which is very
similar to the mesh2 syntax that generates the motionblur bases on geomagnetic
information from two frames.

The syntax for the geometry looks like this:
#declare Vertex_Vectors=array[1140][3]
{
 {0.0750842,-1.98293,4.51802},
 {0.106474,-1.58801,4.71834},
.......
#declare Normal_Vectors=array[1140][3]
{
 {-0.996115,0.0880451,-0.00146716},
 {-0.996944,0.0780921,0.00226744},
.......
#declare Uv_Vectors=array[1140][2]
{
 {0.447334,0.909562},
 {0.447334,0.909562},
.......

If you already familiar with the mesh2 syntax, you'll see the similarities.
I've already start to write a script for 3DS-MAX to export animated geometry, so
that it cam be rendered with motionblur in MegaPov.

I'm still working on it, but I'll think, I can share a working version in the
next two weeks.

The video shows a "running box", animated with MAX and was exported by my first
script and rendered with MepaPov

Holger :)


Post a reply to this message


Attachments:
Download 'vector-mb.avi.dat' (673 KB)

From: Carlo C 
Subject: Re: Vertex-motionblur in Megapov
Date: 6 Jan 2009 11:25:00
Message: <web.4963851484f4b9bc7e0b1b500@news.povray.org>
"H. Karsten" <h-karsten()web.de> wrote:
> Hi people!
>
> While taking a closer look to the motionblur in megapov, I regonized that a
> vertex-motionblur is possible.
> All examples working only with transforms, such as translate, rotate, scale...
>
> I've started to write a universal PovScript to handle a syntax, which is very
> similar to the mesh2 syntax that generates the motionblur bases on geomagnetic
> information from two frames.
>
> The syntax for the geometry looks like this:
> #declare Vertex_Vectors=array[1140][3]
> {
>  {0.0750842,-1.98293,4.51802},
>  {0.106474,-1.58801,4.71834},
> .......
> #declare Normal_Vectors=array[1140][3]
> {
>  {-0.996115,0.0880451,-0.00146716},
>  {-0.996944,0.0780921,0.00226744},
> .......
> #declare Uv_Vectors=array[1140][2]
> {
>  {0.447334,0.909562},
>  {0.447334,0.909562},
> .......
>
> If you already familiar with the mesh2 syntax, you'll see the similarities.
> I've already start to write a script for 3DS-MAX to export animated geometry, so
> that it cam be rendered with motionblur in MegaPov.
>
> I'm still working on it, but I'll think, I can share a working version in the
> next two weeks.
>
> The video shows a "running box", animated with MAX and was exported by my first
> script and rendered with MepaPov
>
> Holger :)

Sounds interesting.
I believe that the animation is very, very fluently.


Post a reply to this message

From: triple r
Subject: Re: Vertex-motionblur in Megapov
Date: 6 Jan 2009 14:20:00
Message: <web.4963ae2784f4b9bcef2b9ba40@news.povray.org>
"H. Karsten" <h-karsten()web.de> wrote:
> Hi people!
>
> While taking a closer look to the motionblur in megapov, I regonized that a
> vertex-motionblur is possible.
> All examples working only with transforms, such as translate, rotate, scale...
>
> I've started to write a universal PovScript to handle a syntax, which is very
> similar to the mesh2 syntax that generates the motionblur bases on geomagnetic
> information from two frames.

Neat technique.  Good run cycle, too.  Quite smooth.  So is it just a linear
interpolation between successive frames?

 - Ricky


Post a reply to this message

From: H  Karsten
Subject: Re: Vertex-motionblur in Megapov
Date: 10 Jan 2009 12:40:00
Message: <web.4968dbeb84f4b9bc20776f0@news.povray.org>
"triple_r" <nomail@nomail> wrote:


> ..So is it just a linear
> interpolation between successive frames?
>
>  - Ricky

Yes, the interpolation is just from the current frame to the next. But I'm think
about to build a "natural_spline" for each vertex, five values per spline
(coming from five frames). This would give a _much_ better interpolation and it
would be possible to make timewarps by defining a time_spline for the camera and
another for the scene - something like this. The motionblur keeps very strong,
while everything (or just the scene, or the just camera, slows down)

I'm still working on it. I'm also build a interpolation between matrix-values to
get a motionblur by exporting simple translations.

I'm already build an exporter for matrix translations.
http://news.povray.org/povray.binaries.animations/attachment/%3Cweb.491889e0fd2a694020776f0%40news.povray.org%3E/m2.avi
.dat

The Robot was modeled in Rhino, in Max I'm just animated a lowpoly-version of
it. The rendered geometrie you see in the clip never ever goes throe Max.
PovRay just take the Matrix (exported from Max with the build in
VUE-File-Renderer), take the monster-polygon-version and render this...

But there is still a lot of work to do :)

Holger


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.