|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Well,
You could use media, with a diminishing density toward the end of the tail,
define a macro that progressively scatters actual spheres as a function of the
distance from the head,
define a solid object that's textured with a gradient pattern, and a color map
that fades to fully transparent,
etc.
For the running figures, a naive but quick approach would be to iterate objects
to the side and slightly backwards, with a progressively increasing
transparency.
You could do the motion-line effect by sampling the [average] color at the
figure with eval_pigment, and then creating fading cylinders, rounded boxes,
etc.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 26/05/2018 16:36, Bald Eagle wrote:
> For the running figures, a naive but quick approach would be to iterate objects
> to the side and slightly backwards, with a progressively increasing
> transparency.
That reminds me of a technique posted here some time ago. Which was to
make a short animation with the figure moving and averaging/combining
the images into one. I am sorry but I can't remember the details.
--
Regards
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Le 18-05-26 à 10:07, Kima a écrit :
> There are some examples in this newsgroup for building a comet composed of a
> head and tail.
>
> It is possible (in vector programs, for instance) to create a sense of moving by
> creating a series of the same object in which the tail is blurry.
>
> I wonder if there is such possibility to gradually translate (and reduce the
> scale) an object and make blurry effects for the tail?
>
> For this, blur should be something like that in vector programs rather than the
> focal blur of povray.
>
>
There is an experimental feature called blink that can be used when you
run UberPov.
That feature allow you to make any object, light and even the camera act
as if they are moving or not present all the time.
That feature effectively place several copies of the object and average
them. Those can be stationary to make ghostly objects. They can have
some path to make them blurry as if they are moving.
This have the advantage that any internal structure don't affect the
image as they would if you use transparency.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 26-5-2018 18:07, Stephen wrote:
> On 26/05/2018 16:36, Bald Eagle wrote:
>> For the running figures, a naive but quick approach would be to
>> iterate objects
>> to the side and slightly backwards, with a progressively increasing
>> transparency.
>
> That reminds me of a technique posted here some time ago. Which was to
> make a short animation with the figure moving and averaging/combining
> the images into one. I am sorry but I can't remember the details.
>
That is currently available as 'blink' in the UberPOV version of
POV-Ray. It is one of the experimental patches. In the past, it existed
in pre-3.7 iirc.
--
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 27/05/2018 07:49, Thomas de Groot wrote:
> On 26-5-2018 18:07, Stephen wrote:
>> On 26/05/2018 16:36, Bald Eagle wrote:
>>> For the running figures, a naive but quick approach would be to
>>> iterate objects
>>> to the side and slightly backwards, with a progressively increasing
>>> transparency.
>>
>> That reminds me of a technique posted here some time ago. Which was to
>> make a short animation with the figure moving and averaging/combining
>> the images into one. I am sorry but I can't remember the details.
>>
>
> That is currently available as 'blink' in the UberPOV version of
> POV-Ray. It is one of the experimental patches. In the past, it existed
> in pre-3.7 iirc.
>
Alain mentioned blink but I did not know the technique was a feature of
UberPOV. Nice. :-)
--
Regards
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 27.05.2018 um 08:49 schrieb Thomas de Groot:
> That is currently available as 'blink' in the UberPOV version of
> POV-Ray. It is one of the experimental patches. In the past, it existed
> in pre-3.7 iirc.
I think MegaPOV had a motion blur patch. Official POV-Ray? Not as far as
I know.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 27-5-2018 10:12, clipka wrote:
> Am 27.05.2018 um 08:49 schrieb Thomas de Groot:
>
>> That is currently available as 'blink' in the UberPOV version of
>> POV-Ray. It is one of the experimental patches. In the past, it existed
>> in pre-3.7 iirc.
>
> I think MegaPOV had a motion blur patch. Official POV-Ray? Not as far as
> I know.
>
I stand corrected. It was MegaPOV indeed.
--
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 05/26/2018 10:07 AM, Kima wrote:
> There are some examples in this newsgroup for building a comet composed of a
> head and tail.
>
> It is possible (in vector programs, for instance) to create a sense of moving by
> creating a series of the same object in which the tail is blurry.
>
> I wonder if there is such possibility to gradually translate (and reduce the
> scale) an object and make blurry effects for the tail?
>
> For this, blur should be something like that in vector programs rather than the
> focal blur of povray.
>
>
For a comet I'd probably first try a media solution.
I played some with a blob based, 2D image processing framework in early
2016 which might do for a 2D motion blur effect(1). See:
http://news.povray.org/povray.binaries.images/thread/%3C56ca69e1%40news.povray.org%3E
POV-Ray can duplicate pretty much any 2D gimp/photshop result. However,
given it's a 3D rendering tool and so carries extra overhead - it's
almost always slower than a 2D/2.5D alternative. A way of saying a 2D,
layer based, image tool might be the expedient path - especially if it
already has the canned effect you want.
Some have implemented motion blur by blending multiple images from an
animation of the moving parts into a single final image. This can be
done entirely with POV-Ray today though not in a single render.
Bill P.
(1) - A comet is a moving object where you don't need the associated
blurred shadows, reflections, an uberpov 'blink' like feature offers.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
A comet's tail is actually composed of tiny particles or gases (blown off the
comet by the Solar wind, I think), so the tail effect isn't actually
motion-blur-from-movement (although it *looks* like that from a distance.) As
others mentioned, media might be a more appropriate way to create the tail;
perhaps media within a transparent cone object(?). Plus some turbulence.
However, your running-man example made me think of a 'solid media' idea,
something I posted years ago. It might be helpful, to get the effect you're
after. Take a look at the image example I posted there, a kind of step-by-step
guide...
http://news.povray.org/povray.binaries.images/message/%3Cweb.4436e54a72fe66658ad7a9060%40news.povray.org%3E/#%3Cweb.443
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 26-5-2018 16:07, Kima wrote:
> There are some examples in this newsgroup for building a comet composed of a
> head and tail.
>
In 2012 I built a scene of the Early Earth with meteor/comet showers. I
looked up the code and found I used the following for building them:
//------------------------------------------------------------
#declare C_STAR = rgb <1.000, 0.477, 0.154>*1; //3000K
#declare fn_Disc = function (x) { 1 / (1 + pow (x, 3)) }
#declare fn_Spike = function (x) { 1 / (1 + pow (x, 2)) }
#declare Disc =
cylinder {0, y, 50
hollow
pigment {rgbt 1}
interior {
media {
emission C_STAR * 10
density {
function {fn_Disc (sqrt (x*x + z*z))}
}
}
}
}
#declare Diffraction_spike =
box {
<-100, 0, -0.5>*4, <100, 1, 0.5>*4
hollow
pigment {rgbt 1}
interior {
media {
emission C_STAR * 2
density {
function {fn_Spike (abs(x))}
}
}
}
}
#declare Meteor_trail =
box {
<0, -2, -2>*4, <10000, 2, 2>*4
hollow
pigment {rgbt 1}
interior {
media {
emission C_STAR * 2
density {
function {fn_Spike (abs(x))}
}
}
}
}
//---------------------------Meteor1
#declare star_pos = vaxis_rotate(SunPosition,x,10);
#declare star_pos = vaxis_rotate(star_pos,y,-170);
#declare YAxis = CamLoc - star_pos;
object {Disc
scale 1800
Point_At_Trans(YAxis)
translate star_pos
}
object {Meteor_trail
scale 1800
rotate -100*y
Point_At_Trans(YAxis)
translate star_pos
}
object {Diffraction_spike
scale 1200
rotate 45*y
Point_At_Trans(YAxis)
translate star_pos
}
object {Diffraction_spike
scale 1200
rotate -45*y
Point_At_Trans(YAxis)
translate star_pos
}
//------------------------------------------------------------
A visualisation of this work canbe found here:
http://news.povray.org/povray.binaries.images/thread/%3C4ff1b4cc%40news.povray.org%3E/?ttop=422387&toff=1050
--
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |