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	<title>povray.animations message digest</title>
	<description>Last 500 items posted to group povray.animations</description>
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	<ttl>120</ttl>
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	<lastBuildDate>Mon, 20 Apr 2026 14:35:00 GMT</lastBuildDate>
	<item>
		<title>[jr] Re: Bullet physics engine test [1 day 9 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Cossack &amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; just a small demonstration .;]&lt;/span&gt;

very nice.  (and yes, (many) questions :-) like Leroy's, was it rendered on the
phone ?)


&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Very cool!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have always wanted to play with this 'bullet physics' code in POV-ray, but I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; have no idea how to get it to run in MS Windows, or if it is even available in a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 'Windows friendly' form. (I am not a C/C++ programmer.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Has anyone in the POV-ray community ever built a version that will run? I seem&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to vaguely remember *someone* doing that in the past...or maybe it was just for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Linux/Unix?&lt;/span&gt;

I found the attached 2003 code by Alain Ducharme in TdG's (extensive) archives,
a &amp;quot;Povray rigid ball dynamics simulator&amp;quot;, not quite &amp;quot;bullet physics&amp;quot; but...  all
in SDL, no other languages needed; I'm sure that there will be other code, 30+
years is a long time.  there is no explicit mention of licensing, but the author
writes &amp;quot;in the meantime, you may wish to collapse the required macros into your
main SimBall .pov files&amp;quot; -- sounds &amp;quot;permissive&amp;quot;.  two (quickly rendered :-))
animations AD wrote:
&amp;lt;drive.google.com/file/d/1YASVkhbwLadwsHq3tuSlJZWRklMttItK/view?usp=sharing&amp;gt;
&amp;lt;drive.google.com/file/d/1vjarr_s4miZQqaDZQY6ztNMxMsdVAloH/view?usp=sharing&amp;gt;


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 20 Apr 2026 14:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Bullet physics engine test [1 day 11 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;Very cool!

I have always wanted to play with this 'bullet physics' code in POV-ray, but I
have no idea how to get it to run in MS Windows, or if it is even available in a
'Windows friendly' form. (I am not a C/C++ programmer.)

Has anyone in the POV-ray community ever built a version that will run? I seem
to vaguely remember *someone* doing that in the past...or maybe it was just for
Linux/Unix?
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 20 Apr 2026 12:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Bullet physics engine test [2 days 5 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Cossack &amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; just a small demonstration .;]&lt;/span&gt;

Cool! Wondering how long to parse &amp;amp; render it?

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Apr 2026 18:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cossack ] Bullet physics engine test [2 days 9 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;just a small demonstration .;]
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Apr 2026 14:35:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Clarence1898] Re: can you help with how to best save the simul... [17 days 21 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Cossack &amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just have a project in python where cubes fall, and I have options: 1. save&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; each frame in .txt as a list. 2. (not very good) create a .pov file for each&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; which one to use?&lt;/span&gt;

The process I use to generate animations is similar to option 2.  I create a pov
file for each frame like this: file0000.pov, file0001.pov, file0002.pov etc.
Then I generate a list of commands: povray +Ifile0000.pov +Ofile0000.png &amp;lt;povray
options&amp;gt;; povray +Ifile0001.pov +Ofile0001.png &amp;lt;options&amp;gt;; etc. Then run that
file as a script.  I automatically generate the commands and the script so it
takes minimal effort to do.  The scripts run on either linux or windows wsl.
You could do it on just windows, but the commands will be a little different.
If you have multiple pcs you can distribute the commands across them.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 4 Apr 2026 02:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[ingo] Re: can you help with how to best save the simul... [23 days 15 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Cossack &amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just have a project in python where cubes fall, and I have options: 1. save&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; each frame in .txt as a list. 2. (not very good) create a .pov file for each&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; which one to use?&lt;/span&gt;

What I generally (try to) do:

create a base scene plus an .inc file,

have the program create .inc file content with only the variable data, loop
enrolled.

have the program call POV-Ray per frame.

if there is for example collision logic that you use `trace` for, have POV-Ray
write the data your program can uses. In this case that could be a .py with a
list you import in your python program.


ingo
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 29 Mar 2026 08:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: can you help with how to best save the simul... [24 days 3 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Cossack &amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just have a project in python where cubes fall, and I have options: 1. save&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; each frame in .txt as a list. 2. (not very good) create a .pov file for each&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; which one to use?&lt;/span&gt;

for option (1) there'd be &amp;quot;supporting code&amp;quot; in form of my 'Filed()' macro; it
comes with documentation and animation examples.
&amp;lt;wiki.povray.org/content/User:Jr#SDL_code&amp;gt;


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 28 Mar 2026 19:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cossack ] can you help with how to best save the simulatio... [24 days 4 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;I just have a project in python where cubes fall, and I have options: 1. save
each frame in .txt as a list. 2. (not very good) create a .pov file for each
frame.
which one to use?
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 28 Mar 2026 19:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Drawing with Fourier series -&gt; published [174 days 12 hours and 45 minutes ago]</title>
		<description>
&lt;pre&gt;On 10/28/25 05:16, kurtz le pirate wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 23/10/2025 12:36, Bald Eagle wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Excellent work!&amp;#194;&amp;#160; :)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; And I just HAVE to ask:&amp;#194;&amp;#160;&amp;#194;&amp;#160; Will you be sharing the code?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; -BW&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just posted my page on this topic online.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;http://louisbel.free.fr/scenes/scene046.shtml&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Enjoy !&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Cool! :-)

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 29 Oct 2025 11:00:42 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Re: Drawing with Fourier series -&gt; published [175 days 14 hours and 30 minutes ago]</title>
		<description>
&lt;pre&gt;On 23/10/2025 12:36, Bald Eagle wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Excellent work!  :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And I just HAVE to ask:   Will you be sharing the code?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -BW&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


I just posted my page on this topic online.
&amp;lt;http://louisbel.free.fr/scenes/scene046.shtml&amp;gt;

Enjoy !






-- 
kurtz le pirate
compagnie de la banquise
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 28 Oct 2025 09:16:03 GMT</pubDate>
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	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Drawing with Fourier series [180 days 10 hours and 10 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 10/23/25 11:08, kurtz le pirate wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 23/10/2025 01:13, J&amp;#195;&amp;#182;rg &amp;quot;Yadgar&amp;quot; Bleimann wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; That incomplete yellow(!) outline looks eerily familiar...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, I also chose (&amp;#207;&amp;#128;) as the shape, but it works with any path. Didn't &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you watch the whole animation?&lt;/span&gt;

Meanwhile, yes. So it's just the Greek letter pi... but when incomplete, 
it looks like a caricature of The Stable Genius!

See you in Khyberspace!

Yadgar

-- 
VBI BENE, IBI BACTRIA!
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Oct 2025 13:36:08 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Re: Drawing with Fourier series [180 days 10 hours and 17 minutes ago]</title>
		<description>
&lt;pre&gt;On 23/10/2025 12:36, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I love it.&lt;/span&gt;
  Thanks


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And am envious because you beat me to doing it!&lt;/span&gt;
LOL


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm sure at this point that I have watched nearly every 3Blue1Brown video.&lt;/span&gt;
Yes, yes, there are tons of videos on this topic.



&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Can I ask how many coefficients are needed to store that shape?&lt;/span&gt;
The shape is a simple array of &amp;lt;x,y&amp;gt; vectors.
On my site, the firest PI shape is defined with only 120 points.
On the second one, the shape has 320 points.

For shapes, I use an SVG image that contains the path.
I found this website that allows you to convert a path into points
	&amp;lt;https://shinao.github.io/PathToPoints/&amp;gt;.
We provide the SVG file, set the interval between two points, and the 
page generates the points ! It's magic for me.

The SVG format, and more specifically the object path, is easy to 
read... but creating a converter with/for POV is really tricky.
Yet another new feature for v4 ? ;)




&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I was pondering using that format to make a new type of interpolation spline,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and as a method of storing shape outlines in a compact manner.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I can't recall: Is there a 3D version?&lt;/span&gt;

I watched two videos in 3D :
&amp;lt;https://www.youtube.com/watch?v=GXyX2DSUGX8&amp;gt;
&amp;lt;https://www.youtube.com/watch?v=E5rVya8nuyk&amp;gt;
... but not really 3D.



&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Excellent work!  :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And I just HAVE to ask:   Will you be sharing the code?&lt;/span&gt;
Sure. I still have some refinement work to do and need to clean up my 
code to make it presentable. I will publish everything on my website 
with explanations.




-- 
kurtz le pirate
compagnie de la banquise
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Oct 2025 13:28:50 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Drawing with Fourier series [180 days 13 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;kurtz le pirate &amp;lt;kur###&amp;nbsp;[at]&amp;nbsp;free&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;fr&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You can see the complete animation on my website at this address:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;http://louisbel.free.fr/scenes/scene046.shtml&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I hope you like it.&lt;/span&gt;

I love it.
And am envious because you beat me to doing it!
I'm sure at this point that I have watched nearly every 3Blue1Brown video.

Can I ask how many coefficients are needed to store that shape?

I was pondering using that format to make a new type of interpolation spline,
and as a method of storing shape outlines in a compact manner.

I can't recall: Is there a 3D version?

Excellent work!  :)
And I just HAVE to ask:   Will you be sharing the code?

-BW
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Oct 2025 10:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Re: Drawing with Fourier series [180 days 14 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;On 23/10/2025 01:13, J&amp;#195;&amp;#182;rg &amp;quot;Yadgar&amp;quot; Bleimann wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That incomplete yellow(!) outline looks eerily familiar...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Yes, I also chose (&amp;#207;&amp;#128;) as the shape, but it works with any path. Didn't 
you watch the whole animation?



-- 
kurtz le pirate
compagnie de la banquise
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 23 Oct 2025 09:08:44 GMT</pubDate>
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	</item>
	<item>
		<title>[Jörg &quot;Yadgar&quot; Bleimann] Re: Drawing with Fourier series [181 days and 32 minutes ago]</title>
		<description>
&lt;pre&gt;Hi(gh)!

On 10/22/25 12:04, kurtz le pirate wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My POC on this subject is finished.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I finally have something to show.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Below is an image taken from the animation.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You can see the complete animation on my website at this address:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;http://louisbel.free.fr/scenes/scene046.shtml&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I hope you like it.&lt;/span&gt;

That incomplete yellow(!) outline looks eerily familiar...

See you in Khyberspace!

Yadgar

Now playing: Tarkus, live 10th February 1974 Anaheim Convention Centre, 
Anaheim, California (Emerson, Lake &amp;amp; Palmer)

-- 
VBI BENE, IBI BACTRIA!
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Oct 2025 23:13:32 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Drawing with Fourier series [181 days 13 hours and 42 minutes ago]</title>
		<description>
&lt;pre&gt;Hello,

My POC on this subject is finished.
I finally have something to show.
Below is an image taken from the animation.

You can see the complete animation on my website at this address:
&amp;lt;http://louisbel.free.fr/scenes/scene046.shtml&amp;gt;
I hope you like it.




... yes, http only, my web hosting provider is working on setting up SSL.






-- 
kurtz le pirate
compagnie de la banquise
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Oct 2025 10:04:14 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Re: POV Storyboards [360 days 1 hour and 31 minutes ago]</title>
		<description>
&lt;pre&gt;Maybe you give my script a try?

https://www.maetes.com/en/povray-os/ma_screenplay

Martin
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 26 Apr 2025 22:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: First animation [420 days 13 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/24/25 14:51, SWG wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello, im new to this community, but i would like to present you all my first&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ever animation! Made with Windows Movie Maker and 13 different scenes to form&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Name: Fall.mp4&lt;/span&gt;

Reflective sphere on checkered plane? Check. :-)

POV-Ray's inbuilt animation capabilities are worth a look.

//--- this.pov
sphere {  // Explicit movement of 1.0 in x for 9 frames
     &amp;lt;-0.5+(frame_number-1)/8,0.2,2&amp;gt;, 0.2
     pigment { rgb &amp;lt;1,0,0&amp;gt; }
     finish { emission 1 }
}
sphere {  // Generic movement of 1.0 in x for n frames
     &amp;lt;-0.5+(clock*1.0),-0.2,2&amp;gt;, 0.2
     pigment { rgb &amp;lt;0,1,0&amp;gt; }
     finish { emission 1 }
}
// Try the following two commands:
//
//   povray this.pov +w400 +h300 -p +kff9
//   povray this.pov +w400 +h300 -p +kff18
//
// The 1st command creates files this1.png  through this9.png.
// The 2nd command creates files this01.png through this18.png.
//
// +kff specifies the 'final frame' count - which less other
// options is the total frame count - and it triggers the
// rendering of frames for an animation.
//---

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 Feb 2025 10:02:04 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: First animation [420 days 21 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;SWG&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello, im new to this community, but i would like to present you all my first&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ever animation! Made with Windows Movie Maker and 13 different scenes to form&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Name: Fall.mp4&lt;/span&gt;

Use a lot more frames to get a smoother animation.

If it's a falling ball, then it should accelerate as it falls.

See if you can make it bounce with a cyclic animation.

It should slow down as it reaches the top of it's travel, and then accelerate
back down.

Good job making your first animation!
That's pretty much how I started  :)

- BE
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 Feb 2025 02:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[SWG] Re: First animation [420 days 21 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;SWG&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Hello, im new to this community, but i would like to present you all my first&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ever animation! Made with Windows Movie Maker and 13 different scenes to form&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; frames.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Name: Fall.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Not bad for your first time! Looking forward to seeing what you else can do with&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have Fun!&lt;/span&gt;

Thanks for the compliment, im looking forward to doing more!
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 Feb 2025 02:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: First animation [420 days 22 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;SWG&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello, im new to this community, but i would like to present you all my first&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ever animation! Made with Windows Movie Maker and 13 different scenes to form&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Name: Fall.mp4&lt;/span&gt;

Not bad for your first time! Looking forward to seeing what you else can do with
POV.

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 25 Feb 2025 01:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[SWG] First animation [421 days 3 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;Hello, im new to this community, but i would like to present you all my first
ever animation! Made with Windows Movie Maker and 13 different scenes to form
frames.
Name: Fall.mp4
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 24 Feb 2025 19:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Maetes] Screenplay - Macro-Collection to create complex ... [477 days 16 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Hi Ladies,

I love it to create animations with Povray.
Since these became more and more complex, a macro collection has come together
over time, which helps me a lot.
I published the whole package few hours ago, documented and equipped with two
tutorials.
Maybe it will help one of you, then the hundreds of hours of work would be worth
twice as much.

Download and documentation:
https://www.maetes.com/en/povray-os/ma_screenplay

Example:
https://youtu.be/UM6cbI983nc

Ciao,
Martin
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 30 Dec 2024 07:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Lazo board game replay [672 days 2 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;A game against the Zillions of Games engine many years ago is animated. Lazo is
a board game I invented.

https://www.youtube.com/watch?v=064OXZgpDgs

I posted this a few hours ago and it didn't show up. My apologies if it is
posted twice.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 18 Jun 2024 21:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [678 days 4 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;MichaelJF &amp;lt;fri###&amp;nbsp;[at]&amp;nbsp;t-online&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have little experience with animations, but I noticed a merge in your&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; code where a union would have been sufficient. So I rendered frames&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 7001-7100 with your original code in 83 minutes (1920*1080, 14 work&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; threads, i9###&amp;nbsp;[at]&amp;nbsp;3&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;6GHz). After exchanging 4 merge statements (2 in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; L01tiles.inc, 1 in L01box.inc and 1 in Zillionstrapboard.inc) by unions&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the same frames took 15 minutes 33 seconds to render.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had expected a faster calculation, but a factor of more than five&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; really surprised me.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Best regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Michael&lt;/span&gt;

WOWZA what a huge amount of time and trouble you have saved me.
THANK YOU!

I attach the third version of my code, without the bug I added to version 2.
My 8-thread machine rendered 76 animated frames in the first hour.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 12 Jun 2024 18:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Best render farm? Also You Tube upload advic... [679 days 8 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;On 6/11/24 10:01, MichaelJF wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had expected a faster calculation, but a factor of more than five &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; really surprised me.&lt;/span&gt;

Reminds me I have a &amp;quot;todo&amp;quot; item to look at removing some merge bounding 
related code I ran across one day which looks like it dump the objects 
in a merge into the infinite / not bounded bucket once the bounding box 
gets above a certain size.

It triggered at a size that was not that big - and I couldn't figure out 
why it would ever be a good idea(*). If you have bounding for the merge 
of objects, why wouldn't one always use it? How can it be, effectively, 
worse than tossing all the objects into the infinite bucket?

Anyhow, someday I'll dig more into it.

Bill P.

(*) - Maybe there was some pre-auto bounding reason for it? Or it might 
be there is some detail about how the bounding works I don't yet 
understand... :-)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 11 Jun 2024 15:44:38 GMT</pubDate>
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	</item>
	<item>
		<title>[MichaelJF] Re: Best render farm? Also You Tube upload advic... [679 days 9 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;I have little experience with animations, but I noticed a merge in your 
code where a union would have been sufficient. So I rendered frames 
7001-7100 with your original code in 83 minutes (1920*1080, 14 work 
threads, i9###&amp;nbsp;[at]&amp;nbsp;3&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;6GHz). After exchanging 4 merge statements (2 in 
L01tiles.inc, 1 in L01box.inc and 1 in Zillionstrapboard.inc) by unions 
the same frames took 15 minutes 33 seconds to render.

I had expected a faster calculation, but a factor of more than five 
really surprised me.

Best regards
Michael
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 11 Jun 2024 14:01:29 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Best render farm? Also You Tube upload advic... [680 days 16 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;On 09/06/2024 14:42, Jonathan Bush wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am grateful to Yesbird and everyone else for their help.&lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks again for providing this amazing resource.&lt;/span&gt;

Sorry for the late answer - had no time even to look at newsgroups.
I really want to assist you, but I need to solve some non-IT problems.
Please give me one-two days and I will email you.

Happy POVing :)
--
YB.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 10 Jun 2024 07:35:03 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [681 days 11 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;I may have made some unwarranted assumptions here.

I am grateful to Yesbird and everyone else for their help. What I am asking for
would not only take a lot of processing time, but a huge chunk of memory. Every
frame from 421 to 10681 is close to 8 MB, in lossless png format. I estimate the
total might be about 80 GB. I haven't even asked about how I would download
that. Maybe you have access to some cloud hosting service.

None of this is free for Yesbird. If this works out, I may ask for help with
more videos in the future. Maybe we could talk about this? My email is
twixtfanatic atsymbol gmail period com

Thanks again for providing this amazing resource.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 9 Jun 2024 11:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [682 days 6 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I ran my earlier code under 3.8 beta, and there were no errors but all the text&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; objects were white.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In version 3.8 there has been a Change to the pigment default setting. The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; default setting is now rgb &amp;lt;1,1,1&amp;gt; as opposed to the rgb &amp;lt;0,0,0&amp;gt; value used in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; previous versions. Requires #version 3.8; or equivalent INI setting or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; command-line option. See also: Version Directive.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://wiki.povray.org/content/Reference:Pigment&lt;/span&gt;

OK thank you.

BTW I neglected to update the version in my povray.ini file, so here is just
that file, to replace the one in the POVray folder.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 8 Jun 2024 17:15:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.666490e1e8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.666490e1e8b973146e558a71fde6c206%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.666490e1e8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.666490e1e8b973146e558a71fde6c206%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Bald Eagle] Re: Best render farm? Also You Tube upload advic... [682 days 6 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I ran my earlier code under 3.8 beta, and there were no errors but all the text&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; objects were white.&lt;/span&gt;

In version 3.8 there has been a Change to the pigment default setting. The
default setting is now rgb &amp;lt;1,1,1&amp;gt; as opposed to the rgb &amp;lt;0,0,0&amp;gt; value used in
previous versions. Requires #version 3.8; or equivalent INI setting or
command-line option. See also: Version Directive.

https://wiki.povray.org/content/Reference:Pigment
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 8 Jun 2024 17:00:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.66648dabe8b973141f9dae3025979125%40news.povray.org%3E/#%3Cweb.66648dabe8b973141f9dae3025979125%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.66648dabe8b973141f9dae3025979125%40news.povray.org%3E/#%3Cweb.66648dabe8b973141f9dae3025979125%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [682 days 12 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;

Hi back.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I have a question about the error message Yesbird encountered. ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; OK I found the bug; apparently the color of text objects must be specified.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I modified L01text.inc and upgraded the #version directive to 3.8 in&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; L01game.pov.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; should not be the cause.  POV-Ray supplies a default texture when there's none.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://wiki.povray.org/content/Reference:Default_Directive&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I tried and ran your code to 1K frames, using 3.8.0-alpha.9945627, with&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;all_file = on&amp;quot;, and nothing.  no errors, no warnings.  hth.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

No FRAMES? Please tell me you generated some frames. :-)

I ran my earlier code under 3.8 beta, and there were no errors but all the text
objects were white.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 8 Jun 2024 11:35:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.666440bae8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.666440bae8b973146e558a71fde6c206%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[jr] Re: Best render farm? Also You Tube upload advic... [682 days 12 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I had a very quick look at the archive, and fwiw, the naming is .. strange.  &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's the convention I have been following. Every distinct povray project I do&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; has its own folder which contains a povray.ini file. I just always edit&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; povray.ini when I want to change resolution or framerate. Is this wrong? Wrong,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am concerned about. Strange, not so much.&lt;/span&gt;

conventions, yes, I too have &amp;quot;bad habits&amp;quot; &amp;lt;/grin&amp;gt;.  but it works (for you), so
wrong isn't the word, it's more like &amp;quot;additional cognitive hurdle&amp;quot;.

those &amp;quot;habits&amp;quot; can lead to &amp;quot;wrong&amp;quot; though, from your 'povray.ini':
; Aspect ratio is expected to be 9:16
Height=2160
Width=3840

correct, for you, as the height is listed first.  however, anyone else reading
this would expect the ratio / aspect to be 16:9, ie the &amp;quot;width:height&amp;quot; thing is
fixed, preferences notwithstanding ;-).


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have a question about the error message Yesbird encountered. ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; OK I found the bug; apparently the color of text objects must be specified.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I modified L01text.inc and upgraded the #version directive to 3.8 in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; L01game.pov.&lt;/span&gt;

should not be the cause.  POV-Ray supplies a default texture when there's none.
&amp;lt;https://wiki.povray.org/content/Reference:Default_Directive&amp;gt;

I tried and ran your code to 1K frames, using 3.8.0-alpha.9945627, with
&amp;quot;all_file = on&amp;quot;, and nothing.  no errors, no warnings.  hth.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 8 Jun 2024 11:20:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.66643ddbe8b97314869a24876cde94f1%40news.povray.org%3E/#%3Cweb.66643ddbe8b97314869a24876cde94f1%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.66643ddbe8b97314869a24876cde94f1%40news.povray.org%3E/#%3Cweb.66643ddbe8b97314869a24876cde94f1%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [682 days 21 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;OK I found the bug; apparently the color of text objects must be specified.
I modified L01text.inc and upgraded the #version directive to 3.8 in
L01game.pov.

If you still have the frames from your first run, you could move the first 420
of them into the /frames4K/animated/ folder here. They are all the same pure
text screen. Then run the command

povray +SF421 L01game.pov

to save yourself a few minutes.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 8 Jun 2024 02:05:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.6663bb36e8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.6663bb36e8b973146e558a71fde6c206%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.6663bb36e8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.6663bb36e8b973146e558a71fde6c206%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Bald Eagle] Re: Best render farm? Also You Tube upload advic... [682 days 22 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have a question about the error message Yesbird encountered. It says &amp;quot;possible&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; parse error&amp;quot; but I don't find any difference in the 3.8 user manual in its&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; description of a text object. I also do not see the error message say that the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render halted. Was the render halted? If not, why not let it run and see what&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; happens?&lt;/span&gt;

See here:

https://news.povray.org/povray.general/message/%3C60cb7ab5%241%40news.povray.org%3E/#%3C60cb7ab5%241%40news.povray.org%
3E
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 8 Jun 2024 01:05:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.6663ae21e8b973141f9dae3025979125%40news.povray.org%3E/#%3Cweb.6663ae21e8b973141f9dae3025979125%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.6663ae21e8b973141f9dae3025979125%40news.povray.org%3E/#%3Cweb.6663ae21e8b973141f9dae3025979125%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [683 days 1 hour and 21 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Okay I will try to build 3.8 on my machine. This may take a day or so.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rename your existing to 'povray37' or something first, else the installation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; will overwrite the existing.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I will then modify my source for L01game and get back to you.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you should not have to modify anything; it is fine to have scenes with a lower&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; '#version'.  let us know what trouble, if any, you encounter with that 'text{}'.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had a very quick look at the archive, and fwiw, the naming is .. strange.  the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 'povray.{conf,ini}' files, whether system-wide or personal, are meant to be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;static&amp;quot;.  your &amp;quot;povray.ini&amp;quot; ought to be called 'L01game.ini', really.  is there&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a particular reason for not using that ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

That's the convention I have been following. Every distinct povray project I do
has its own folder which contains a povray.ini file. I just always edit
povray.ini when I want to change resolution or framerate. Is this wrong? Wrong,
I am concerned about. Strange, not so much.

Meanwhile there is only one povray.conf file which now sits in
/usr/local/etc/povray/3.8 and requires superuser access to edit. And I have in
fact edited it already, to allow my post-frame command to work.

I have a question about the error message Yesbird encountered. It says &amp;quot;possible
parse error&amp;quot; but I don't find any difference in the 3.8 user manual in its
description of a text object. I also do not see the error message say that the
render halted. Was the render halted? If not, why not let it run and see what
happens?
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 22:25:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.6663876be8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.6663876be8b973146e558a71fde6c206%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[jr] Re: Best render farm? Also You Tube upload advic... [683 days 5 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Okay I will try to build 3.8 on my machine. This may take a day or so.&lt;/span&gt;

rename your existing to 'povray37' or something first, else the installation
will overwrite the existing.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I will then modify my source for L01game and get back to you.&lt;/span&gt;

you should not have to modify anything; it is fine to have scenes with a lower
'#version'.  let us know what trouble, if any, you encounter with that 'text{}'.

I had a very quick look at the archive, and fwiw, the naming is .. strange.  the
'povray.{conf,ini}' files, whether system-wide or personal, are meant to be
&amp;quot;static&amp;quot;.  your &amp;quot;povray.ini&amp;quot; ought to be called 'L01game.ini', really.  is there
a particular reason for not using that ?


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 17:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [683 days 7 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I never heard of 3.8 existing before now. The download page at&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; {...} only mentions 3.7&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Where do I get this 3.8??&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://github.com/POV-Ray/povray/tags&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

Okay I will try to build 3.8 on my machine. This may take a day or so. I will
then modify my source for L01game and get back to you.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 16:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Best render farm? Also You Tube upload advic... [683 days 7 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/06/2024 19:19, Jonathan Bush wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thank you for your patience.&lt;/span&gt;

Always welcome !
That's all I was able to do for you.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 16:23:53 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3C66633419%241%40news.povray.org%3E/#%3C66633419%241%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3C66633419%241%40news.povray.org%3E/#%3C66633419%241%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [683 days 7 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;In my original post to this thread, I requested a render farm compatible with
3.7. Do I need to install this &amp;quot;LeForgeron&amp;quot; 3.8 in order to use povlab? What do
the original developers have to say about this fork? Do they approve? Is there
discord among the developers?

I can't even find the 3.8 manual on github. What's wrong with my text objects?
What other surprises can I expect?

I don't necessarily need to see your output of the first 450 frames. The first
420 of them should all be the same, just a text screen talking about &amp;quot;Lazo game
1- human versus Zillions engine- music by Schemawound.&amp;quot; Frames 421 to 600 should
also be identical to each other, all a static overhead image of a game board and
two boxes of light versus black tiles. If you see coordinate labels on the top
and left, then my text objects worked okay.

And I would like to reiterate that the very first line of my code is

#version 3.7;

So why would your povray 3.8 run my code?
Thank you for your patience.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 16:20:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.66633327e8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.66633327e8b973146e558a71fde6c206%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.66633327e8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.66633327e8b973146e558a71fde6c206%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[jr] Re: Best render farm? Also You Tube upload advic... [683 days 7 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I never heard of 3.8 existing before now. The download page at&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; {...} only mentions 3.7&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Where do I get this 3.8??&lt;/span&gt;

&amp;lt;https://github.com/POV-Ray/povray/tags&amp;gt;


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 16:10:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.66633070e8b97314869a24876cde94f1%40news.povray.org%3E/#%3Cweb.66633070e8b97314869a24876cde94f1%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.66633070e8b97314869a24876cde94f1%40news.povray.org%3E/#%3Cweb.66633070e8b97314869a24876cde94f1%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[yesbird] Re: Best render farm? Also You Tube upload advic... [683 days 7 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/06/2024 18:51, Jonathan Bush wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The very first executable line in L01game.pov is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #version 3.7;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So I don't know why your POVray code would run my code in the first place.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I never heard of 3.8 existing before now. The download page at&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.povray.org/download/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; only mentions 3.7&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Where do I get this 3.8??&lt;/span&gt;
Here: https://github.com/LeForgeron/povray
I've built it from sources, as I need stereo camera, that exists only
there. More info:
https://wiki.povray.org/content/User:Le_Forgeron/HgPovray38

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also the line in question is a text object which follows the syntax of 3.7 as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; far as I know:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;        text { ttf &amp;quot;crystal.ttf&amp;quot; substr(ColumnLabels, cidx, 1) 1,0 }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Is this now wrong?&lt;/span&gt;
Sorry, I don't know - not expert in 'text' function.
--
YB.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 16:08:47 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3C6663308f%40news.povray.org%3E/#%3C6663308f%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3C6663308f%40news.povray.org%3E/#%3C6663308f%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [683 days 7 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 07/06/2024 17:49, Jonathan Bush wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Got following error, looks like version issue, I am using 3.8 from here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/LeForgeron/povray.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --------------------------------------------------------------------------------&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendering frame 606 of 10681 (#606)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Parser Options&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Input file: ./L01game.pov (compatible to version 3.70)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Remove bounds........On&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Split unions.........Off&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Library paths:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      /home/s/syanenzc/povlab.online/public_html/povray/share/povray-3.8&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; /home/s/syanenzc/povlab.online/public_html/povray/share/povray-3.8/include&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Animation Options&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Initial Frame:        1  Final Frame:    10681&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Frame Step:           1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Initial Clock:    0.000  Final Clock:    0.000&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Cyclic Animation.....Off  Field render.........Off  Odd&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; lines/frames.....Off&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Image Output Options&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Image resolution.....3840 by 2160 (rows 1 to 2160, columns 1 to 3840).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Output file............/frames4K/animated/L01game00606.png, 24 bpp PNG&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Dithering............Off&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Graphic display......On  (gamma: sRGB transfer function)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Mosaic preview.......Off&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Continued trace......Off&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Information Output Options&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    All Streams to console..........On&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Debug Stream to console.........On&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Fatal Stream to console.........On&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Render Stream to console........On&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Statistics Stream to console....On&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    Warning Stream to console.......On&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ==== [Parsing...] ==========================================================&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ************** This is an animated frame. **************&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Row  1 is on layer  0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Row  2 is on layer  2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Row  3 is on layer  1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Row  4 is on layer  0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Row  5 is on layer  2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Row  6 is on layer  1&lt;/span&gt;
....
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; File 'L01text.inc' line 10: Possible Parse Error: Text may not be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; displayed as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   expected. Please refer to the user manual regarding changes in POV-Ray&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; v3.8 and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   later.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; File 'L01text.inc' line 10: Possible Parse Error: Text may not be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; displayed as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   expected. Please refer to the user manual regarding changes in POV-Ray&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; v3.8 and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   later.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --------------------------------------------------------------------------------&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;

The very first executable line in L01game.pov is
#version 3.7;
So I don't know why your POVray code would run my code in the first place.
I never heard of 3.8 existing before now. The download page at
https://www.povray.org/download/
only mentions 3.7
Where do I get this 3.8??

Also the line in question is a text object which follows the syntax of 3.7 as
far as I know:
      text { ttf &amp;quot;crystal.ttf&amp;quot; substr(ColumnLabels, cidx, 1) 1,0 }
Is this now wrong?
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 15:55:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.66632c7be8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.66632c7be8b973146e558a71fde6c206%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.66632c7be8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.66632c7be8b973146e558a71fde6c206%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[yesbird] Re: Best render farm? Also You Tube upload advic... [683 days 7 hours and 58 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/06/2024 18:38, Jonathan Bush wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I cannot access that. When I try https://povlab.online/data I am FORBIDDEN&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Take from here:
https://drive.google.com/file/d/16N6pZFAFCuQcSg4FGDS73gNhNmvB-1wz/view?usp=sharing
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 15:47:33 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3C66632b95%241%40news.povray.org%3E/#%3C66632b95%241%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3C66632b95%241%40news.povray.org%3E/#%3C66632b95%241%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [683 days 8 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 07/06/2024 17:49, Jonathan Bush wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The first 420 frames are static, to be replaced by a file exported from&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Inkscape. Then there are 180 static frames which POVray needs to generate only&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; once.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Then come 9300 animated frames.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Finally the last 780 frames are static, which POVray generates only once.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; So it may be challenging to make an accurate estimate how long it will all take.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Tricky, but you can check first 456 frames just for control here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://povlab.online/data/animated.zip&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;

I cannot access that. When I try https://povlab.online/data I am FORBIDDEN
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 15:40:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.66632964e8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.66632964e8b973146e558a71fde6c206%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.66632964e8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.66632964e8b973146e558a71fde6c206%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[yesbird] Re: Best render farm? Also You Tube upload advic... [683 days 8 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/06/2024 17:49, Jonathan Bush wrote:
...

Got following error, looks like version issue, I am using 3.8 from here:
https://github.com/LeForgeron/povray.

--------------------------------------------------------------------------------
Rendering frame 606 of 10681 (#606)
Parser Options
   Input file: ./L01game.pov (compatible to version 3.70)
   Remove bounds........On
   Split unions.........Off
   Library paths:
     /home/s/syanenzc/povlab.online/public_html/povray/share/povray-3.8
 
/home/s/syanenzc/povlab.online/public_html/povray/share/povray-3.8/include
Animation Options
   Initial Frame:        1  Final Frame:    10681
   Frame Step:           1
   Initial Clock:    0.000  Final Clock:    0.000
   Cyclic Animation.....Off  Field render.........Off  Odd 
lines/frames.....Off
Image Output Options
   Image resolution.....3840 by 2160 (rows 1 to 2160, columns 1 to 3840).
   Output file............/frames4K/animated/L01game00606.png, 24 bpp PNG
   Dithering............Off
   Graphic display......On  (gamma: sRGB transfer function)
   Mosaic preview.......Off
   Continued trace......Off
Information Output Options
   All Streams to console..........On
   Debug Stream to console.........On
   Fatal Stream to console.........On
   Render Stream to console........On
   Statistics Stream to console....On
   Warning Stream to console.......On
==== [Parsing...] ==========================================================
************** This is an animated frame. **************
Row  1 is on layer  0
Row  2 is on layer  2
Row  3 is on layer  1
Row  4 is on layer  0
Row  5 is on layer  2
Row  6 is on layer  1
Row  7 is on layer  0
Row  8 is on layer  2
Row  9 is on layer  1
Row 10 is on layer  0
Row 11 is on layer  2
Row 12 is on layer  1
Row 13 is on layer  0
Row 14 is on layer  2
Row 15 is on layer  1
Row 16 is on layer  0
Move  1 is E16
Move  2 is SWP
Move  3 is L07
light tile on layer  0
Move  4 is K04
dark tile on layer  0
Move  5 is O04
light tile on layer  0
Move  6 is M04
dark tile on layer  0
Move  7 is L01
light tile on layer  0
Move  8 is L03
dark tile on layer  1
Move  9 is i04
light tile on layer  0
Move 10 is H01
dark tile on layer  0
Move 11 is i10
light tile on layer  0
Move 12 is H07
dark tile on layer  0
Move 13 is F07
light tile on layer  0
Move 14 is G04
dark tile on layer  0
Move 15 is G06
light tile on layer  1
Move 16 is H03
dark tile on layer  1
Move 17 is N01
light tile on layer  0
Move 18 is J01
dark tile on layer  0
Move 19 is J07
light tile on layer  0
Move 20 is i06
dark tile on layer  1
Move 21 is K06
light tile on layer  1
Move 22 is K10
dark tile on layer  0
Move 23 is J09
light tile on layer  1
Move 24 is H05
dark tile on layer  2
Move 25 is L13
light tile on layer  0
Move 26 is N03
dark tile on layer  1
Move 27 is M10
light tile on layer  0
Move 28 is L09
dark tile on layer  1
Move 29 is J13
light tile on layer  0
centerX=    -0.51962ViewAngleH =     15.62025
centerZ=     1.90000
row  1 cell  1 xloc -3.1177 zloc  4.5000
row  1 cell  2 xloc -2.0785 zloc  4.5000
row  1 cell  3 xloc -1.0392 zloc  4.5000
row  1 cell  4 xloc  0.0000 zloc  4.5000
row  1 cell  5 xloc  1.0392 zloc  4.5000
row  1 cell  6 xloc  2.0785 zloc  4.5000
row  1 cell  7 xloc  3.1177 zloc  4.5000
row  2 cell  1 xloc -3.6373 zloc  3.6000
row  2 cell  2 xloc -2.5981 zloc  3.6000
row  2 cell  3 xloc -1.5588 zloc  3.6000
row  2 cell  4 xloc -0.5196 zloc  3.6000
row  2 cell  5 xloc  0.5196 zloc  3.6000
row  2 cell  6 xloc  1.5588 zloc  3.6000
row  2 cell  7 xloc  2.5981 zloc  3.6000
row  2 cell  8 xloc  3.6373 zloc  3.6000
row  3 cell  1 xloc -4.1569 zloc  2.7000
row  3 cell  2 xloc -3.1177 zloc  2.7000
row  3 cell  3 xloc -2.0785 zloc  2.7000
row  3 cell  4 xloc -1.0392 zloc  2.7000
row  3 cell  5 xloc  0.0000 zloc  2.7000
row  3 cell  6 xloc  1.0392 zloc  2.7000
row  3 cell  7 xloc  2.0785 zloc  2.7000
row  3 cell  8 xloc  3.1177 zloc  2.7000
row  3 cell  9 xloc  4.1569 zloc  2.7000
row  4 cell  1 xloc -4.6765 zloc  1.8000
row  4 cell  2 xloc -3.6373 zloc  1.8000
row  4 cell  3 xloc -2.5981 zloc  1.8000
row  4 cell  4 xloc -1.5588 zloc  1.8000
row  4 cell  5 xloc -0.5196 zloc  1.8000
row  4 cell  6 xloc  0.5196 zloc  1.8000
row  4 cell  7 xloc  1.5588 zloc  1.8000
row  4 cell  8 xloc  2.5981 zloc  1.8000
row  4 cell  9 xloc  3.6373 zloc  1.8000
row  4 cell 10 xloc  4.6765 zloc  1.8000
row  5 cell  1 xloc -5.1962 zloc  0.9000
row  5 cell  2 xloc -4.1569 zloc  0.9000
row  5 cell  3 xloc -3.1177 zloc  0.9000
row  5 cell  4 xloc -2.0785 zloc  0.9000
row  5 cell  5 xloc -1.0392 zloc  0.9000
row  5 cell  6 xloc  0.0000 zloc  0.9000
row  5 cell  7 xloc  1.0392 zloc  0.9000
row  5 cell  8 xloc  2.0785 zloc  0.9000
row  5 cell  9 xloc  3.1177 zloc  0.9000
row  5 cell 10 xloc  4.1569 zloc  0.9000
row  5 cell 11 xloc  5.1962 zloc  0.9000
row  6 cell  1 xloc -5.7158 zloc  0.0000
row  6 cell  2 xloc -4.6765 zloc  0.0000
row  6 cell  3 xloc -3.6373 zloc  0.0000
row  6 cell  4 xloc -2.5981 zloc  0.0000
row  6 cell  5 xloc -1.5588 zloc  0.0000
row  6 cell  6 xloc -0.5196 zloc  0.0000
row  6 cell  7 xloc  0.5196 zloc  0.0000
row  6 cell  8 xloc  1.5588 zloc  0.0000
row  6 cell  9 xloc  2.5981 zloc  0.0000
row  6 cell 10 xloc  3.6373 zloc  0.0000
row  6 cell 11 xloc  4.6765 zloc  0.0000
row  6 cell 12 xloc  5.7158 zloc  0.0000
File 'L01text.inc' line 10: Possible Parse Error: Text may not be 
displayed as
  expected. Please refer to the user manual regarding changes in POV-Ray 
v3.8 and
  later.
File 'L01text.inc' line 10: Possible Parse Error: Text may not be 
displayed as
  expected. Please refer to the user manual regarding changes in POV-Ray 
v3.8 and
  later.
--------------------------------------------------------------------------------
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 15:34:35 GMT</pubDate>
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	</item>
	<item>
		<title>[yesbird] Re: Best render farm? Also You Tube upload advic... [683 days 8 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/06/2024 17:49, Jonathan Bush wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The first 420 frames are static, to be replaced by a file exported from&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Inkscape. Then there are 180 static frames which POVray needs to generate only&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; once.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then come 9300 animated frames.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Finally the last 780 frames are static, which POVray generates only once.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So it may be challenging to make an accurate estimate how long it will all take.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Tricky, but you can check first 456 frames just for control here:
https://povlab.online/data/animated.zip
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 15:10:02 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [683 days 8 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 07/06/2024 16:42, Jonathan Bush wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; This is great! Thank you for providing this service. ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Welcome :).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've just started the rendering (yes, server under Ubuntu) and it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; see how black frames are filling  &amp;lt;...&amp;gt;\frames4K\animated directory with&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; speed about ~100 frames per 6 minutes.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Are you animating &amp;quot;Black square&amp;quot; of Kazimir Malevich? :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Yes, I suppose not many people have a 4K monitor. I don't. But that's a feature&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; of YouTube right? I upload a 3840x2160 video and they generate lower resolution&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; options such as 2560x1440 and 1920x1080, all with the same 16:9 aspect ratio. Am&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I correct?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, absolutely, but you can save a rendering time if will prepare 1440p&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; only.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;

The first 420 frames are static, to be replaced by a file exported from
Inkscape. Then there are 180 static frames which POVray needs to generate only
once.
Then come 9300 animated frames.
Finally the last 780 frames are static, which POVray generates only once.
So it may be challenging to make an accurate estimate how long it will all take.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 14:55:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.66631e0ae8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.66631e0ae8b973146e558a71fde6c206%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[yesbird] Re: Best render farm? Also You Tube upload advic... [683 days 9 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/06/2024 16:42, Jonathan Bush wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is great! Thank you for providing this service. ...&lt;/span&gt;

Welcome :).
I've just started the rendering (yes, server under Ubuntu) and it
see how black frames are filling  &amp;lt;...&amp;gt;\frames4K\animated directory with
speed about ~100 frames per 6 minutes.
Are you animating &amp;quot;Black square&amp;quot; of Kazimir Malevich? :)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, I suppose not many people have a 4K monitor. I don't. But that's a feature&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of YouTube right? I upload a 3840x2160 video and they generate lower resolution&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; options such as 2560x1440 and 1920x1080, all with the same 16:9 aspect ratio. Am&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I correct?&lt;/span&gt;
Yes, absolutely, but you can save a rendering time if will prepare 1440p
only.
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 14:34:55 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [683 days 9 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; On 07/06/2024 09:21, Jonathan Bush wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; Can anyone recommend a render farm which works with POVray 3.7 and offers high&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; quality and a good deal for the money?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I have the free experimental service for POV-Ray rendering:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://povlab.online&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; powered with Intel(R) Xeon(R) CPU E5-2690 v2 @ 3.00GHz (40 cores).&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Present UI does not allow to render animations, but if you will send&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; me a scene, ini and script I can render a few frames and we will have&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; estimation time for the whole movie, at least.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; I intend to upload a video to You Tube. I'm not sure precisely what format they&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; prefer.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Look here:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://support.google.com/youtube/answer/1722171?hl=en&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I have some experience of uploading videos, having this channel:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://www.youtube.com/playlist?list=PL_L-Rlt-OWoJm6HN9t-hxXRk-b6SONXbJ&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Are you sure that you really want 4K ? Not so many people now have real&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; 4K equipment and network for accepting it smoothly, may be 1440p (2K)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; will be optimal ?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; YB&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is great! Thank you for providing this service. I understand we are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; initiating a conversation, nothing is agreed so far. Attached is a tar.gz file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; See the included README file.&lt;/span&gt;

OOPS there is a typo in that readme file. it should say L01game.pov not
L0game.pov
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 13:50:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.66630f70e8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.66630f70e8b973146e558a71fde6c206%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Best render farm? Also You Tube upload advic... [683 days 10 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;yesbird &amp;lt;sya###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 07/06/2024 09:21, Jonathan Bush wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Can anyone recommend a render farm which works with POVray 3.7 and offers high&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; quality and a good deal for the money?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have the free experimental service for POV-Ray rendering:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://povlab.online&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; powered with Intel(R) Xeon(R) CPU E5-2690 v2 @ 3.00GHz (40 cores).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Present UI does not allow to render animations, but if you will send&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; me a scene, ini and script I can render a few frames and we will have&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; estimation time for the whole movie, at least.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I intend to upload a video to You Tube. I'm not sure precisely what format they&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; prefer.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Look here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://support.google.com/youtube/answer/1722171?hl=en&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have some experience of uploading videos, having this channel:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/playlist?list=PL_L-Rlt-OWoJm6HN9t-hxXRk-b6SONXbJ&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Are you sure that you really want 4K ? Not so many people now have real&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 4K equipment and network for accepting it smoothly, may be 1440p (2K)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; will be optimal ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; YB&lt;/span&gt;

This is great! Thank you for providing this service. I understand we are
initiating a conversation, nothing is agreed so far. Attached is a tar.gz file.
See the included README file. My code is for Linux. Some surgery may be required
for Windows. You might also have to edit your povray.conf file so that my
post-frame command will work. There is a recent thread in this newsgroup about
that.

Yes, I suppose not many people have a 4K monitor. I don't. But that's a feature
of YouTube right? I upload a 3840x2160 video and they generate lower resolution
options such as 2560x1440 and 1920x1080, all with the same 16:9 aspect ratio. Am
I correct?
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 13:45:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.66630e3ce8b973146e558a71fde6c206%40news.povray.org%3E/#%3Cweb.66630e3ce8b973146e558a71fde6c206%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[yesbird] Re: Best render farm? Also You Tube upload advic... [683 days 15 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/06/2024 09:21, Jonathan Bush wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Can anyone recommend a render farm which works with POVray 3.7 and offers high&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; quality and a good deal for the money?&lt;/span&gt;

I have the free experimental service for POV-Ray rendering:
https://povlab.online
powered with Intel(R) Xeon(R) CPU E5-2690 v2 @ 3.00GHz (40 cores).
Present UI does not allow to render animations, but if you will send
me a scene, ini and script I can render a few frames and we will have
estimation time for the whole movie, at least.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I intend to upload a video to You Tube. I'm not sure precisely what format they&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; prefer.&lt;/span&gt;
Look here:
https://support.google.com/youtube/answer/1722171?hl=en

I have some experience of uploading videos, having this channel:
https://www.youtube.com/playlist?list=PL_L-Rlt-OWoJm6HN9t-hxXRk-b6SONXbJ

Are you sure that you really want 4K ? Not so many people now have real 
4K equipment and network for accepting it smoothly, may be 1440p (2K) 
will be optimal ?
--
YB
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 08:31:33 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Best render farm? Also You Tube upload advic... [683 days 15 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;ingo&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Maybe this thread has some useful info for you:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://news.povray.org/povray.general/thread/%3Cweb.5d447e9f819e6d1a8bed1fa0%40news.povray.org%3E/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ingo&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I generated the frames for a 3-minute video at 720x405 resolution and 12 fps,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; which took just under 8 hours on my machine. I estimate the same video frames at&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; 4k and 60 fps would take me more than a month of execution time.&lt;/span&gt;


another option might be Yesbird's &amp;quot;povlab.online&amp;quot; site.  aiui, he's inviting
such use.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 08:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[ingo] Re: Best render farm? Also You Tube upload advic... [683 days 16 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Maybe this thread has some useful info for you:
https://news.povray.org/povray.general/thread/%3Cweb.5d447e9f819e6d1a8bed1fa0%40news.povray.org%3E/

ingo

&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I generated the frames for a 3-minute video at 720x405 resolution and 12 fps,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; which took just under 8 hours on my machine. I estimate the same video frames at&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 4k and 60 fps would take me more than a month of execution time.&lt;/span&gt;
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 07:05:00 GMT</pubDate>
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	<item>
		<title>[Jonathan Bush] Best render farm? Also You Tube upload advice so... [683 days 17 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;I generated the frames for a 3-minute video at 720x405 resolution and 12 fps,
which took just under 8 hours on my machine. I estimate the same video frames at
4k and 60 fps would take me more than a month of execution time.

Can anyone recommend a render farm which works with POVray 3.7 and offers high
quality and a good deal for the money? I don't think a subscription service is
what I want. I just want to process this one video, and I will consider a
subscription later.

I intend to upload a video to You Tube. I'm not sure precisely what format they
prefer. I assume that I just send them the 4k version and the system will
generate lower resolution options. All my still frames are in png format. The
video will include a free music file which just happens to be 3 minutes long.

Thanks for any clue.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 7 Jun 2024 06:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Animated png on Linux [831 days 21 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thank you all for your feedback!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here is a high resolution version, 1320x990, 600 frames at 60 fps. I put it on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; my Google Drive.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://drive.google.com/file/d/1Rt9OUUljyQhDRS72sNfAxC7JAAvrkvSW/view?usp=sharing&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I can view it but it is a little slow, perhaps because my hardware is limited.&lt;/span&gt;

That's a large file-- 504MB. The download took about 4 minutes for me, with my
*supposedly* hi-speed internet connection. :-[

The animation plays OK on my fast Windows 10 system, and lasts about 10 seconds.
I guess it's playing back at the proper 60 fps speed. What surprised me is that
the file has a .png file suffix, rather than a more standard MPEG; I didn't know
such a file could be used for animation. Apparently, it is an .apng file-- an
'animated portable graphics' file format. I had to look it up!

https://en.wikipedia.org/wiki/APNG

From what I see there, such a format may not play back (as animation) in some
apps. I happened to use SMPlayer for Windows, which does recognize it.

I like the animation...but I'm not so sure it really needs a 60fps playback
speed, as the movements are rather slow. Nicely done though.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 11 Jan 2024 02:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Animated png on Linux [832 days and 51 minutes ago]</title>
		<description>
&lt;pre&gt;Thank you all for your feedback!

Here is a high resolution version, 1320x990, 600 frames at 60 fps. I put it on
my Google Drive.

https://drive.google.com/file/d/1Rt9OUUljyQhDRS72sNfAxC7JAAvrkvSW/view?usp=sharing

I can view it but it is a little slow, perhaps because my hardware is limited.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 10 Jan 2024 22:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Animated png on Linux [832 days 7 hours and 45 minutes ago]</title>
		<description>
&lt;pre&gt;Op 10-1-2024 om 12:48 schreef Jonathan Bush:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The 600 frames at this high resolution are complete, but first I want to test&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the low res version, which I made with apngasm. It's supposed to be a 6 second&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clip at 10 fps. Can anyone view it as a video?&lt;/span&gt;

Works OK om Windows 11 / Thunderbird by clicking on the attached png.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 10 Jan 2024 16:00:54 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: Animated png on Linux [832 days 10 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The 600 frames at this high resolution are complete, but first I want to test&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the low res version, which I made with apngasm. It's supposed to be a 6 second&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clip at 10 fps. Can anyone view it as a video?&lt;/span&gt;

It works for me in Firefox on GNU/Linux.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 10 Jan 2024 13:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Animated png on Linux [832 days 10 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The 600 frames at this high resolution are complete, but first I want to test&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the low res version, which I made with apngasm. It's supposed to be a 6 second&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clip at 10 fps. Can anyone view it as a video?&lt;/span&gt;

Seems to work fine, just by clicking the link in my Brave browser.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 10 Jan 2024 13:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Animated png on Linux [832 days 11 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the low res version, which I made with apngasm. It's supposed to be a 6 second&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clip at 10 fps. Can anyone view it as a video?&lt;/span&gt;

yes, clicking on the image in a Chrome browser window shows the animation.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 10 Jan 2024 12:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Animated png on Linux [832 days 11 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Maybe there are settings that have to be set to get a smooth, faster view.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Any particular reason you're choosing that format?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think ImageMagick or even ffmpeg can convert the png files to any other on the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fly, and a lot of people have had great success with those.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've managed to make pretty decent animations, and even remove whatever bloat is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; inherent in the files to make the file _size_ smaller, but keeping the same&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; apparent resolution and image quality.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I am currently generating the frames for the same clip at 60 fps, 600 frames&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; total, 990x1320. It should be finished on Saturday morning.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also search for 'animated png' here on the forums - I got a good number of hits.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; - BW&lt;/span&gt;

Thanks for your help! The resolution 1320x990 was originally just for two
images, before and after, to demonstrate a concept from a board game. I wanted
to see the whole thing on my 1920x1080 screen within its own image viewer
window, and keep the aspect ratio of 4 to 3.

The 600 frames at this high resolution are complete, but first I want to test
the low res version, which I made with apngasm. It's supposed to be a 6 second
clip at 10 fps. Can anyone view it as a video?
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 10 Jan 2024 11:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Animated png on Linux [839 days 7 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What is the best (preferably free) software for turning png frames into an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animated png file? Are there different codecs?&lt;/span&gt;

ImageMagick
https://manpages.ubuntu.com/manpages/bionic/man1/apngasm.1.html
others popped in my search

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I intend to upload my apng to Imgur. Are there upper limits on framerate,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; resolution, file size? Do viewers need specific browsers?&lt;/span&gt;

No idea, but I would imagine it would have more to do with file size than any
other specs.  I'm sure there are animated png (apng) files that you can search
for to determine what browsers support them, or just search &amp;quot;animated png
support [browser]&amp;quot;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I made a 10-second clip at 6 fps, 198Hx264W pixels, using apngasm. I tried&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; viewing it with tacentview but it was super slow, several seconds per frame.&lt;/span&gt;

Maybe there are settings that have to be set to get a smooth, faster view.
Any particular reason you're choosing that format?
I think ImageMagick or even ffmpeg can convert the png files to any other on the
fly, and a lot of people have had great success with those.
I've managed to make pretty decent animations, and even remove whatever bloat is
inherent in the files to make the file _size_ smaller, but keeping the same
apparent resolution and image quality.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am currently generating the frames for the same clip at 60 fps, 600 frames&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; total, 990x1320. It should be finished on Saturday morning.&lt;/span&gt;

Also search for 'animated png' here on the forums - I got a good number of hits.

- BW
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 3 Jan 2024 16:15:00 GMT</pubDate>
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	<item>
		<title>[Jonathan Bush] Animated png on Linux [839 days 10 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;I am new to this form of animation. My system is Linux:

System:
  Host: XPS Kernel: 5.15.0-91-generic x86_64 bits: 64 Desktop: Xfce 4.18.1
    Distro: Linux Mint 21.2 Victoria
CPU:
  Info: quad core Intel Core i7-6700 [MT MCP] speed (MHz): avg: 3700
    min/max: 800/4000
Graphics:
  Device-1: Intel HD Graphics 530 driver: i915 v: kernel
  Device-2: NVIDIA GK208B [GeForce GT 730] driver: nvidia v: 470.223.02
  Device-3: Logitech C920 HD Pro Webcam type: USB
    driver: snd-usb-audio,uvcvideo
  Display: x11 server: X.Org v: 1.21.1.4 driver: X:
    loaded: modesetting,nvidia unloaded: fbdev,nouveau,vesa gpu: i915
    resolution: 1: 1920x1080~60Hz 2: 1680x1050~60Hz
  OpenGL: renderer: NVIDIA GeForce GT 730/PCIe/SSE2
    v: 4.6.0 NVIDIA 470.223.02

What is the best (preferably free) software for turning png frames into an
animated png file? Are there different codecs?

I intend to upload my apng to Imgur. Are there upper limits on framerate,
resolution, file size? Do viewers need specific browsers?

I made a 10-second clip at 6 fps, 198Hx264W pixels, using apngasm. I tried
viewing it with tacentview but it was super slow, several seconds per frame.

I am currently generating the frames for the same clip at 60 fps, 600 frames
total, 990x1320. It should be finished on Saturday morning.

I would be grateful for your advice!
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 3 Jan 2024 13:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Post-frame: Execution of shellout bash prohi... [841 days 12 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thank you! I found and edited the povray.conf file and now bash is working.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I don't see a way to add SOLVED to the subject, sorry.&lt;/span&gt;

yes, &amp;quot;just&amp;quot; newsgroups.  thanks for feeding back, enjoy &amp;quot;povving&amp;quot; :-).


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 1 Jan 2024 11:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Re: Post-frame: Execution of shellout bash prohi... [842 days 6 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Since the povray.ini file cannot be told which copy command to execute, I use&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; the post-frame command&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; bash ./fix.sh&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; BASH is my shell too, in the .ini file though I write, eg&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   post_frame_command = sh postframe.sh&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; usually with one or more arguments.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Execution of shellout 'bash' prohibited&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that could be due to the system-wide (named &amp;quot;povray.conf&amp;quot;) settings.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to test, try running 'sleep 10' as your post frame command.  that should tell&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you which &amp;quot;situation&amp;quot; you're facing.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

Thank you! I found and edited the povray.conf file and now bash is working.

I don't see a way to add SOLVED to the subject, sorry.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 31 Dec 2023 16:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Post-frame: Execution of shellout bash prohi... [842 days 7 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Jonathan Bush&amp;quot; &amp;lt;djb###&amp;nbsp;[at]&amp;nbsp;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Since the povray.ini file cannot be told which copy command to execute, I use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the post-frame command&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; bash ./fix.sh&lt;/span&gt;

BASH is my shell too, in the .ini file though I write, eg
  post_frame_command = sh postframe.sh

usually with one or more arguments.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Execution of shellout 'bash' prohibited&lt;/span&gt;

that could be due to the system-wide (named &amp;quot;povray.conf&amp;quot;) settings.

to test, try running 'sleep 10' as your post frame command.  that should tell
you which &amp;quot;situation&amp;quot; you're facing.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 31 Dec 2023 16:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Jonathan Bush] Post-frame: Execution of shellout bash prohibited [842 days 8 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;A large portion of my animation is static. To avoid generating the same image
repeatedly, I want to use a post-frame command. When the first frame of a static
interval is made, I want the post frame command to copy the generated image to a
/static subdirectory. For the remaining frames of the static interval, the
POVray code will produce a black frame, and then the post-frame command will
copy the previously generated static frame into the black frame.

Since the povray.ini file cannot be told which copy command to execute, I use
the post-frame command

bash ./fix.sh

where fix.sh is a text file that was written to by the POVray code.

When I try this, I get the error

Execution of shellout 'bash' prohibited

My OS is Linux Mint and my POVray build 3.7.0.10 is an unofficial version
compiled by Andreas Beckmann.

Is there any way I can get my bash command to execute?

Should I contact Mr. Beckmann?

Thank you.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 31 Dec 2023 14:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Mike Miller] Re: Desert [874 days 11 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just doodling: &amp;lt;https://youtu.be/jbKjfg7O3Ps&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (Right-click video &amp;amp; set to loop)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;


Cool concept - a bit on strange side, which I like. The arm and body movement
looks natural. Well done.
Mike.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 29 Nov 2023 12:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Desert [874 days 22 hours and 35 minutes ago]</title>
		<description>
&lt;pre&gt;Just doodling: &amp;lt;https://youtu.be/jbKjfg7O3Ps&amp;gt;

(Right-click video &amp;amp; set to loop)

m@
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 29 Nov 2023 01:10:56 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: How to enquiry [1272 days 2 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;On 10/27/2022 11:11, Le_Forgeron wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le 19/10/2022 &amp;#195;&amp;#160; 18:38, santividal a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Him I am trying to replicate this water droplets all around the tap &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; -see the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; image attached-, so maybe a series of droplets every 12 or 24 degrees &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; around z&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; axis. How should I do that? I know it is a beginner trick, but I am &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; trying&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; different #while sentences and it doesn't seem to work out. Could &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; somebody help&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; me? Here is the code I am using to achieve the droplets look like a &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; trajectory.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Thanks in advance for any help,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #for( kk, 0, 359, 12)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; // FUENTE SUPERIOR&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #declare posX = 0.02;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #declare posY = 0.82;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #declare dy = 0.055;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #declare posZ=0;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; #declare posZ= &amp;lt;0,0,posZ+12&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; #while (posX &amp;lt; 0.3)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; sphere {&lt;/span&gt;
	posX*x, 0.01
// &amp;gt;&amp;gt; &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; &amp;lt;posX,posY,0&amp;gt;, 0.01
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 	rotate kk*vertical_axis&lt;/span&gt;
	translate posZ*z
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; material { agua }&amp;#194;&amp;#160; }&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; #declare dy = dy - 0.01;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; #declare posX = posX + 0.02;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; #declare posY = (posY + dy);&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; #end&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

You want to work with your object at the origin (&amp;lt;0,0,0&amp;gt;), manipulate 
it, then translate it to it's final position. I think you are assuming 
that the fountain stem is at &amp;lt;0,0,0&amp;gt;. What if you move it?  SO here, 
what you really want to do is define a max radius for your circle sweep.

#local maxRad = 0.3;
#declare FountainSpray=
union {
     #local dy = 0.055;
     #local YY = 0.82;
     #for (MR, 0.02, maxRad, 0.02)
         #for (KK, 0, 359, 12)
             sphere {
                 MR*x, 0.01
                 rotate KK*y
                 translate YY*y
             }
         #end
         #local dy = dy-0.01;
         #local YY = (YY+dy);
     #end
//    material {agua}
     material{ texture { Glass3  } // end of texture
               interior{ I_Glass } // end of interior
             } // end of material -------------------

}

#declare FountainPos = &amp;lt;0,0,0&amp;gt;;
object {FountainSpray translate FountainPos}
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Oct 2022 21:10:22 GMT</pubDate>
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	</item>
	<item>
		<title>[Le Forgeron] Re: How to enquiry [1272 days 8 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;Le 19/10/2022 &amp;#195;&amp;#160; 18:38, santividal a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Him I am trying to replicate this water droplets all around the tap -see the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; image attached-, so maybe a series of droplets every 12 or 24 degrees around z&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; axis. How should I do that? I know it is a beginner trick, but I am trying&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; different #while sentences and it doesn't seem to work out. Could somebody help&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; me? Here is the code I am using to achieve the droplets look like a trajectory.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks in advance for any help,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

#for( kk, 0, 359, 12)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; // FUENTE SUPERIOR&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare posX = 0.02;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare posY = 0.82;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare dy = 0.055;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare posZ=0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare posZ= &amp;lt;0,0,posZ+12&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #while (posX &amp;lt; 0.3)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      sphere {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      &amp;lt;posX,posY,0&amp;gt;, 0.01&lt;/span&gt;

rotate kk*vertical_axis

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      material { agua }  }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare dy = dy - 0.01;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare posX = posX + 0.02;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare posY = (posY + dy);&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

#end
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Oct 2022 15:11:56 GMT</pubDate>
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	</item>
	<item>
		<title>[santividal] How to enquiry [1280 days 7 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;Him I am trying to replicate this water droplets all around the tap -see the
image attached-, so maybe a series of droplets every 12 or 24 degrees around z
axis. How should I do that? I know it is a beginner trick, but I am trying
different #while sentences and it doesn't seem to work out. Could somebody help
me? Here is the code I am using to achieve the droplets look like a trajectory.

Thanks in advance for any help,


// FUENTE SUPERIOR

#declare posX = 0.02;
#declare posY = 0.82;
#declare dy = 0.055;
#declare posZ=0;
#declare posZ= &amp;lt;0,0,posZ+12&amp;gt;;


    #while (posX &amp;lt; 0.3)
    sphere {
    &amp;lt;posX,posY,0&amp;gt;, 0.01
    material { agua }  }
    #declare dy = dy - 0.01;
    #declare posX = posX + 0.02;
    #declare posY = (posY + dy);
    #end
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 19 Oct 2022 16:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: 3d animation? [1395 days 7 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Does any body do 3d animation? The red\blue anaglyph kind.&lt;/span&gt;

no, however

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So thanks for any feed back!&lt;/span&gt;

I think &amp;quot;system 2&amp;quot; has at least the advantage that it could be useful to
non-Windows users, if the shell script can be adapted.  $0.02.  :-)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 26 Jun 2022 16:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] 3d animation? [1395 days 8 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;Does any body do 3d animation? The red\blue anaglyph kind.

I wrote a windows program to combine the two 2d images into the 3d anaglyph.
Really rewrote my old 'RB_3d' program at &amp;lt;http://leroyw.byethost15.com/&amp;gt;
by adding a batch run that can do animation files.

When I was about to upgrade my web site, I thought about upgrading the POV files
that comes with 'RB_3d'. While going through them I need to know just what did
I want to do.
 If I had POV make both left and right 2d images one after the other using
animation in the ini file, I have to either rewrite the batch to skip files or
use POV shells to rename the 2d image files. So I started on how POV shells
work.
I wrote a shell program to do renaming. But I wasn't satisfied, I still had a
lot of disk space being use. A 800 frame animation would have 2400 images on
disk.
I could get rid of 2/3 of those files, if I use POV to make the 3d image from
the two 2d image already on the disk then delete the 2d images.

Now I have TWO systems to make animated Anaglyphs.

system 1 : POV makes all the left images for an animation
           POV makes all the Right images for an animation
           use RB_3d to combine images
           make animation using your favorite tools
system 2 : using animation in POV ini with my shell program
           POV makes the 3d images for an animation
           make animation using your favorite tools

Now I really have a choice. Do I?

 1:put both on my web site

 2:put system 1 only on my web site

 3:put system 2 only on my web site

 4: don't do any thing

So thanks for any feed back!

Have fun!
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 26 Jun 2022 15:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Stevenson's Rocket [1432 days 3 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;That is really nicely-done. So many parts! I can guess that this animation took
a lot of pre-planning. I like your smooth camera decelerations too, a detail
which is often overlooked in POV-ray animations.

As the parts come together, I at first thought that they were all scaling
larger-- but it is the camera that is moving closer.

This is inspiring; thanks for the post and the hard work.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 20 May 2022 20:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Stevenson's Rocket [1433 days 5 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My latest animation:&lt;/span&gt;

lovely to watch, thanks.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 19 May 2022 18:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Ton] Re: Stevenson's Rocket [1434 days and 11 minutes ago]</title>
		<description>
&lt;pre&gt;Well done. I know this must have been a lot of work. I did a Rocket three years
ago, without a movie, and that was hard enough.

Cheers
Ton.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 18 May 2022 23:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Stevenson's Rocket [1435 days 4 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;My latest animation:

&amp;lt;https://youtu.be/tJ02jEhmijk&amp;gt;

m@
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 17 May 2022 18:54:56 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Animation macros [1473 days 22 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;The macro appears to run OK as-is in v3.8.0 beta 1 (in Windows), at least no
fatal errors-- if I'm testing it correctly. I used these arbitrary values when
calling the macro, without any other code...

Soft_Transition(8,3,4,6,5,.1)

... although I have no idea what the result of those values is, since I didn't
actually use the macro for anything ;-)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 9 Apr 2022 01:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: Animation macros [1474 days 9 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Shadowbeast007&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How can i let a part of code run as a macro and then define a return value?&lt;/span&gt;

When in doubt, wrap the macro in parentheses.  See if this works:

#macro Soft_Transition(time,t1,t2,V1,V2,theta)
(
    #local a=(V2-V1)/(2*(t2-t1)*(t2-t1)*(theta-theta*theta));
    #local b=2*a*theta*(t2-t1);
    #switch(time)
        #range(t1,t1+theta*(t2-t1))//soft transition at beginning
            V1-a*(time-t1)*(time-t1)
        #break
        #range(t1+theta*(t2-t1)+0.001,t2-theta*(t2-t1))//linear center range
            V1-a*theta*theta*(t2-t1)*(t2-t1)-b*(time-t1-theta*(t2-t1))
        #break
        #range(t2-theta*(t2-t1)+0.001,t2)//soft transition at end
            V2+a*(t2-time)*(t2-time)
        #break
    #end
)
#end

P.S.  The word 'time' shows up in a different color in my editor, which means
that someone, somewhere, used 'time' as a keyword in a well-known unofficial
patch.  I would change it to 'Time' in case the POV development team decides to
make it official.  It is recommended that all identifiers contain at least one
capital letter.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 8 Apr 2022 13:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Animation macros [1474 days 13 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Shadowbeast007&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to get smooth transitions in animations i thought about writing a macro that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; changes values depending on the time in three ranges. However, I can't get a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; switch statement in a macro running.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How can i let a part of code run as a macro and then define a return value?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My macro code looks like that:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #macro Soft_Transition(time,t1,t2,V1,V2,theta)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #local a=(V2-V1)/(2*(t2-t1)*(t2-t1)*(theta-theta*theta));&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #local b=2*a*theta*(t2-t1);&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #switch(time)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #range(t1,t1+theta*(t2-t1))//soft transition at beginning&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             V1-a*(time-t1)*(time-t1)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #break&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #range(t1+theta*(t2-t1)+0.001,t2-theta*(t2-t1))//linear center range&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             V1-a*theta*theta*(t2-t1)*(t2-t1)-b*(time-t1-theta*(t2-t1))&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #break&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #range(t2-theta*(t2-t1)+0.001,t2)//soft transition at end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             V2+a*(t2-time)*(t2-time)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #break&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Any help would really be appreciated&lt;/span&gt;

you have two options I think.  either supply another parameter and use that to
return the value in, or, having calculated the return value 'r_', return that
directly, ie

#macro x()
  #local r_ = ... ;
  ...
  r_
#end


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 8 Apr 2022 10:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Shadowbeast007] Animation macros [1474 days 14 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;Hi,

to get smooth transitions in animations i thought about writing a macro that
changes values depending on the time in three ranges. However, I can't get a
switch statement in a macro running.
How can i let a part of code run as a macro and then define a return value?
My macro code looks like that:

#macro Soft_Transition(time,t1,t2,V1,V2,theta)
    #local a=(V2-V1)/(2*(t2-t1)*(t2-t1)*(theta-theta*theta));
    #local b=2*a*theta*(t2-t1);
    #switch(time)
        #range(t1,t1+theta*(t2-t1))//soft transition at beginning
            V1-a*(time-t1)*(time-t1)
        #break
        #range(t1+theta*(t2-t1)+0.001,t2-theta*(t2-t1))//linear center range
            V1-a*theta*theta*(t2-t1)*(t2-t1)-b*(time-t1-theta*(t2-t1))
        #break
        #range(t2-theta*(t2-t1)+0.001,t2)//soft transition at end
            V2+a*(t2-time)*(t2-time)
        #break
    #end
#end

Any help would really be appreciated
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 8 Apr 2022 09:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: Capitol [1520 days 5 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;On 2022-02-21 00:32 (-4), m@b wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 20/02/2022 7:54 pm, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; That is really impressive-- the animation, the very complex model, and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; even the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; jaunty and fun music choice. That statue on top of the dome is a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; beauty; I guess&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; that's a pre-made model that you found somewhere?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes - from here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
&amp;lt;https://www.youtube.com/redirect?event=video_description&amp;amp;redir_token=QUFFLUhqa2s1R3JmektqZWVJUkJncnhsaDE5SXBtRFhnZ3xBQ3Jtc0ttQjdOa0hFMFhiMGthY280a3RRUGxPNEpPc2h0bzgyVlB2TUItSE5rRDBNbHJCTTBqS21Rem5RVkdlR20zTllQMHJXcWhENnJVYlYzZ21xYXVqR085WHBxVFV6bFJYb2lMeEhUdVRCMlNQUXJvTlF3VQ&amp;amp;q=https%3A%2F%2Fwww.thingiverse.com%2Fthing%3A656337%2Ffiles&amp;amp;v=msDLJ0bQoF4&amp;gt;&lt;/span&gt;

&amp;quot;Statue of Freedom - US Capitol by ckharrison10 is licensed under the
Creative Commons - Attribution - Share Alike license.
By downloading this thing, you agree to abide by the license: Creative
Commons - Attribution - Non-Commercial - No Derivatives&amp;quot;

So which is it, ckharrison10?  Is it Attribution Share-Alike or is it
Attribution-Non-Commercial-No Derivatives?  Those are two very different
licenses!
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 21 Feb 2022 18:14:48 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Capitol [1520 days 12 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Brilliant.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And scene description language is a good way to distribute plans&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; covertly :-)&lt;/span&gt;

SHHHHHH!   Inner Circle ONLY!
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 21 Feb 2022 11:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Capitol [1520 days 19 hours and 12 minutes ago]</title>
		<description>
&lt;pre&gt;On 20/02/2022 11:48 pm, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;lt;https://youtu.be/msDLJ0bQoF4&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; My rendition of the Capitol Building, USA&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; m@&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Careful,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The FBI seized a &amp;quot;fully constructed&amp;quot; Lego set of the U.S. Capitol from the home&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of an alleged insurrectionist.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It&amp;#226;&amp;#128;&amp;#153;s unclear why he had the Lego set.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; We might soon be reading about how the goon squad conducted a pre-dawn raid on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; your house, and recovered models, files, computer equipment, and a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fully-detailed digital model of the Capitol Building....   Authorities couldn't&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; comment on Matthew's intent, but stated, &amp;quot;It's unclear why he made the CAD-like&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; detailed model.... &amp;quot; A pseudonymous member of the online forum focused on the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; software package Matthew used to render the model commented, &amp;quot;... but the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; textures were amazing.  The lighting achieved a great balance of shadows and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; highlights, and the camera positioning throughout the animation was beautifully&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; executed.&amp;quot;  Digital pictures (&amp;quot;renders&amp;quot;) of Matthew were posted to the forum,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; where he was wearing a mask, and the images were cleverly obscured via a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; sophisticated computer algorithm, presumably to obscure his identity and thwart&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; facial recognition software.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Of course, on the other hand, Joe Biden might pardon you like Slick Willy did&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for Susan Rosenberg.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rosenberg was charged with a role in bombings at the U.S. Capitol, the U.S.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; National War College and the New York Patrolmen's Benevolent Association&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; building, but these charges were dropped as part of a plea deal by other members&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of her group.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://en.wikipedia.org/wiki/Susan_Rosenberg&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Now she's the vice-chair of Thousand Currents that fiscally sponsors Mostly&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Peaceful protests.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.influencewatch.org/person/susan-rosenberg/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's a funny world we live in, and the rabbit hole goes _DEEP_&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Brilliant.

And scene description language is a good way to distribute plans 
covertly :-)

m@
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 21 Feb 2022 04:34:26 GMT</pubDate>
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	<item>
		<title>[m@b] Re: Capitol [1520 days 19 hours and 13 minutes ago]</title>
		<description>
&lt;pre&gt;On 20/02/2022 7:54 pm, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That is really impressive-- the animation, the very complex model, and even the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; jaunty and fun music choice. That statue on top of the dome is a beauty; I guess&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that's a pre-made model that you found somewhere?&lt;/span&gt;

Yes - from here: 
&amp;lt;https://www.youtube.com/redirect?event=video_description&amp;amp;redir_token=QUFFLUhqa2s1R3JmektqZWVJUkJncnhsaDE5SXBtRFhnZ3xBQ3Jtc0ttQjdOa0hFMFhiMGthY280a3RRUGxPNEpPc2h0bzgyVlB2TUItSE5rRDBNbHJCTTBqS21Rem5RVkdlR20zTllQMHJXcWhENnJVYlYzZ21xYXVqR085WHBxVFV6bFJYb2lMeEhUdVRCMlNQUXJvTlF3VQ&amp;amp;q=https%3A%2F%2Fwww.thingiverse.com%2Fthing%3A656337%2Ffiles&amp;amp;v=msDLJ0bQoF4&amp;gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For the beginning of the animation, I was wondering if you chose to substitute a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; much-less complex Capitol model, just to cut down on scene parsing time. Not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that it *looks like* a simpler one, of course.&lt;/span&gt;

For the overhead shot I did not render anything below roof height.

There is a low-fi version of the statue for the for the more distant 
shots. (the full version is 1 000 000 vertices, so slow to load)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 21 Feb 2022 04:32:49 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Capitol [1521 days 1 hour and 21 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;lt;https://youtu.be/msDLJ0bQoF4&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; My rendition of the Capitol Building, USA&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; m@&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Careful,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The FBI seized a &amp;quot;fully constructed&amp;quot; Lego set of the U.S. Capitol from&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the home of an alleged insurrectionist.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

FUNNY! If not true.
Funny and SCARY! If true.

&amp;quot;President Of Lego International Company Arrested For Sedition!&amp;quot;
&amp;quot;FBI Seizes Assets Of Lego Company In Pre-Dawn Raid!&amp;quot;

Legos! Of course! So *that's* how the insurrectionists developed their
perfectly-executed plan (????) of taking over the Capitol. Of course, these
geniuses first had to learn how to build with Legos: &amp;quot;Hmm, I put one brick
here...then another brick there...&amp;quot; After 8 years and 27 failed attempts, they
finally had their Capitol  model. With a precision of one Lego brick.

Personally, I use Meccano toys and Erector Sets to build *my* insurrectionist
model of the Capitol. That way, I can add fun stuff like working elevators, and
the tram in the basement. It's all about the details :-P
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 22:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Capitol [1521 days 7 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/msDLJ0bQoF4&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My rendition of the Capitol Building, USA&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

Careful,


The FBI seized a &amp;quot;fully constructed&amp;quot; Lego set of the U.S. Capitol from the home
of an alleged insurrectionist.

It&amp;#146;s unclear why he had the Lego set.


We might soon be reading about how the goon squad conducted a pre-dawn raid on
your house, and recovered models, files, computer equipment, and a
fully-detailed digital model of the Capitol Building....   Authorities couldn't
comment on Matthew's intent, but stated, &amp;quot;It's unclear why he made the CAD-like
detailed model.... &amp;quot; A pseudonymous member of the online forum focused on the
software package Matthew used to render the model commented, &amp;quot;... but the
textures were amazing.  The lighting achieved a great balance of shadows and
highlights, and the camera positioning throughout the animation was beautifully
executed.&amp;quot;  Digital pictures (&amp;quot;renders&amp;quot;) of Matthew were posted to the forum,
where he was wearing a mask, and the images were cleverly obscured via a
sophisticated computer algorithm, presumably to obscure his identity and thwart
facial recognition software.


Of course, on the other hand, Joe Biden might pardon you like Slick Willy did
for Susan Rosenberg.

Rosenberg was charged with a role in bombings at the U.S. Capitol, the U.S.
National War College and the New York Patrolmen's Benevolent Association
building, but these charges were dropped as part of a plea deal by other members
of her group.

https://en.wikipedia.org/wiki/Susan_Rosenberg

Now she's the vice-chair of Thousand Currents that fiscally sponsors Mostly
Peaceful protests.

https://www.influencewatch.org/person/susan-rosenberg/


It's a funny world we live in, and the rabbit hole goes _DEEP_
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 15:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Capitol [1521 days 11 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;That is really impressive-- the animation, the very complex model, and even the
jaunty and fun music choice. That statue on top of the dome is a beauty; I guess
that's a pre-made model that you found somewhere?

For the beginning of the animation, I was wondering if you chose to substitute a
much-less complex Capitol model, just to cut down on scene parsing time. Not
that it *looks like* a simpler one, of course.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 11:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Capitol [1521 days 16 hours and 27 minutes ago]</title>
		<description>
&lt;pre&gt;Op 20/02/2022 om 04:27 schreef m@b:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/msDLJ0bQoF4&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My rendition of the Capitol Building, USA&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

Wow! Excellent work. A tour inside next? :-)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 07:19:27 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Capitol [1521 days 20 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;lt;https://youtu.be/msDLJ0bQoF4&amp;gt;

My rendition of the Capitol Building, USA

m@
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Feb 2022 03:27:04 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Animating dirt [1556 days 1 hour and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I made some construction equipment Dump Tuck, Back Hoe, Bulldozer and was&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; thinking that I should put them to work digging and dumping dirt. And I was&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; wondering whats the fastest and easiest way to do it. The digging is not the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hard part. Its the dumping.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  I guess using spheres or blobs with a particle system could be used. They could&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; be slow. And Blobs are ..... just well, Blobs.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  Thought of using morphing one mesh2 into another but I need better software for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  I though I ask here just What you would do?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Tanks for any replies.&lt;/span&gt;

Well, the only thing I can think of besides a particle system and discrete
objects, would be media, isosurface, or a texture of some sort.   The kind of
thing where all of the dirt would be encoded already, and you'd just animate the
translation / rotation / turbulence to give it a moving &amp;quot;look&amp;quot;.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 16 Jan 2022 21:55:00 GMT</pubDate>
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	<item>
		<title>[Leroy] Animating dirt [1556 days 4 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;I made some construction equipment Dump Tuck, Back Hoe, Bulldozer and was
thinking that I should put them to work digging and dumping dirt. And I was
wondering whats the fastest and easiest way to do it. The digging is not the
hard part. Its the dumping.
 I guess using spheres or blobs with a particle system could be used. They could
be slow. And Blobs are ..... just well, Blobs.
 Thought of using morphing one mesh2 into another but I need better software for
that.
 I though I ask here just What you would do?

Tanks for any replies.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 16 Jan 2022 19:10:00 GMT</pubDate>
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	<item>
		<title>[koppi] Re: Scripts for Controlling a Render Farm [1581 days 11 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Steve Anger&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Before I get too far I thought I'd check if someone else has set something like&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; this up already.&lt;/span&gt;

Hi Steve, sorry for my late reply, but perhaps it is of any interest for you:

I'm running POV-Ray with the help of the Slurm Workload manager on Linux
machines (Google- or Amazon-cloud), see the two YouTube videos:

* https://www.youtube.com/watch?v=8lligATtAWs ,
* https://www.youtube.com/watch?v=NI8EPsuRrsU ,

and a bit of documentation on GitHub, Inc.:

* https://github.com/bullet-physics-playground/demo-povay-slurm#readme


Hth. Kind regards, Koppi
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Dec 2021 12:40:00 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Lute [1635 days 10 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;Op 29-10-2021 om 12:45 schreef m@b:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Fa diddly la.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/54PTS2CnI-A&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

That begs for some Dowland!

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 29 Oct 2021 13:16:59 GMT</pubDate>
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	<item>
		<title>[m@b] Lute [1635 days 13 hours ago]</title>
		<description>
&lt;pre&gt;Fa diddly la.

&amp;lt;https://youtu.be/54PTS2CnI-A&amp;gt;

m@
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 29 Oct 2021 10:45:41 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: =3D?UTF-8?Q?Re=3D3a_Agostino_Ramelli=3De2=3D... [1637 days 16 hours and 57 minutes ago]</title>
		<description>
&lt;pre&gt;Op 26/10/2021 om 12:53 schreef Tor Olav Kristensen:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Maybe the Voynich Ms might find a place on the wheel... :-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://en.wikipedia.org/wiki/Voynich_manuscript&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It seems that the Voynich manuscript has now been decoded:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://sivbuggevatne.com/portfolio/cracking-the-voynich-cipher/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Siv Bugge Vatne is a Norwegian visual artist.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Interesting stuff. Plants seem indeed to provide the key to decoding. 
Siv Bugge Vatne did a smart job here. She did not go deeper into the 
text itself it seems.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 27 Oct 2021 06:49:24 GMT</pubDate>
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	<item>
		<title>[Tor Olav Kristensen] Re: =3D?UTF-8?Q?Re=3D3a_Agostino_Ramelli=3De2=3D... [1638 days 12 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;Thomas de Groot &amp;lt;tho###&amp;nbsp;[at]&amp;nbsp;degroot&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Maybe the Voynich Ms might find a place on the wheel... :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://en.wikipedia.org/wiki/Voynich_manuscript&lt;/span&gt;

It seems that the Voynich manuscript has now been decoded:
https://sivbuggevatne.com/portfolio/cracking-the-voynich-cipher/

Siv Bugge Vatne is a Norwegian visual artist.

--
Tor Olav
http://subcube.com
https://github.com/t-o-k
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 26 Oct 2021 10:55:00 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: =3D?UTF-8?Q?Re=3D3a_Agostino_Ramelli=3De2=3D... [1655 days 9 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 06/10/2021 2:50 pm, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Maybe the Voynich Ms might find a place on the wheel... :-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://en.wikipedia.org/wiki/Voynich_manuscript&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks - a fascinating document, worth some more reading.&lt;/span&gt;

If you look, you can find PDF copies of the whole thing.

Lots of amazing stuff out there.  I even found a copy of
R. Gordon Wasson's  _Musrooms, Russia, and History_  :O

Another amazing animation, as always - there's a LOT going on with the
animation, changing camera, visual effects, and music.  That must take quite
some time to set up!

Also the perfect setting for a few well-placed POV-Ray 'Easter eggs'.  ;)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 9 Oct 2021 14:00:00 GMT</pubDate>
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	<item>
		<title>[m@b] --- [1655 days 22 hours and 43 minutes ago]</title>
		<description>
&lt;pre&gt;On 06/10/2021 2:50 pm, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Maybe the Voynich Ms might find a place on the wheel... :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://en.wikipedia.org/wiki/Voynich_manuscript&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Thanks - a fascinating document, worth some more reading.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 9 Oct 2021 01:03:09 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Quantum Robots [1657 days 7 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Does any one use this old robot system made for POV?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I thinking of either Taking It Off my Web Site or updating it with the 15 years&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of things I've done.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It is at http://leroyw.byethost15.com/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for those who don't know about it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have Fun!&lt;/span&gt;

Do to the over whelming response Quatum Robot is now GONE!
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 7 Oct 2021 16:15:00 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] --- [1658 days 16 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;Maybe the Voynich Ms might find a place on the wheel... :-)

https://en.wikipedia.org/wiki/Voynich_manuscript


-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 6 Oct 2021 06:50:18 GMT</pubDate>
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	<item>
		<title>[Ton] Re: =3D?UTF-8?Q?Agostino_Ramelli=3De2=3D80=3D99s... [1659 days and 11 minutes ago]</title>
		<description>
&lt;pre&gt;A nice room to spend a couple of hours in...

Also thanks for the public domain review link. Interesting website.

Cheers
Ton.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 5 Oct 2021 23:35:00 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] --- [1660 days 17 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Op 04/10/2021 om 03:36 schreef m@b:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
&amp;lt;https://publicdomainreview.org/collection/persian-demons-from-a-book-of-magic-and-astrology-1921&amp;gt;
&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The Public Domain Review is an excellent source of the weird and wonderful.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://polyhaven.com/a/sunflowers&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Perfect! Thank you very much indeed.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 4 Oct 2021 06:31:33 GMT</pubDate>
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	<item>
		<title>[m@b] --- [1660 days 22 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;On 03/10/2021 7:41 pm, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Op 3-10-2021 om 09:56 schreef m@b:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; My latest animation:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;lt;https://youtu.be/M5VC_oSY8xs&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; m@&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Brilliant!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (I wondered what the /Arabian/ book was? with the monsters? &lt;/span&gt;

&amp;lt;https://publicdomainreview.org/collection/persian-demons-from-a-book-of-magic-and-astrology-1921&amp;gt;

The Public Domain Review is an excellent source of the weird and wonderful.


And I wanted
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to go outside... a glimpse of landscape through the windows...)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

https://polyhaven.com/a/sunflowers
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 4 Oct 2021 01:36:29 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] --- [1661 days 11 hours and 38 minutes ago]</title>
		<description>
&lt;pre&gt;On 10/3/21 3:56 AM, m@b wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My latest animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/M5VC_oSY8xs&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

Terrific! Egg and all.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 3 Oct 2021 12:07:29 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] --- [1661 days 12 hours and 5 minutes ago]</title>
		<description>
&lt;pre&gt;Op 3-10-2021 om 09:56 schreef m@b:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My latest animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/M5VC_oSY8xs&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;
Brilliant!

(I wondered what the /Arabian/ book was? with the monsters? And I wanted 
to go outside... a glimpse of landscape through the windows...)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 3 Oct 2021 11:41:14 GMT</pubDate>
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	<item>
		<title>[m@b] --- [1661 days 15 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;My latest animation:

&amp;lt;https://youtu.be/M5VC_oSY8xs&amp;gt;

m@
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 3 Oct 2021 07:56:16 GMT</pubDate>
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	<item>
		<title>[Dick Balaska] Re: Recursion [1669 days 21 hours and 33 minutes ago]</title>
		<description>
&lt;pre&gt;On 6/6/2021 8:10 AM, m@b wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; An experiment in recursion inspired by &amp;quot;Three Spheres II&amp;quot;, a lithograph &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; print by the Dutch artist M. C. Escher&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/gUzp0Bc6u1I&amp;gt;&lt;/span&gt;

I love the golf ball!

-- 
dik
Rendered 50,081,587,200 of 50,081,587,200 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 25 Sep 2021 02:12:35 GMT</pubDate>
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	<item>
		<title>[Leroy] POV Storyboards [1720 days 5 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;I was going over my old pov files and I got to wondering if anyone has made a
storyboard system with POV. You see I've made a couple of pov files (Credits &amp;amp;
Fader) that I haven't use to their full potential. And I thought that maybe a
storyboard made with pov would help. I haven't ever found a storyboard on the
net that I fell in love with.
Just wondering Have fun!
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Aug 2021 17:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Multithreading an animation with a post-fram... [1726 days 5 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;Am 30.07.2021 um 19:00 schrieb Jonathan Bush:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When generating the frames of an animation with more than one thread, does an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; entire frame finish, including any post frame command, before the next frame&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; begins? Thank you.&lt;/span&gt;

Yes.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jul 2021 18:41:50 GMT</pubDate>
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	<item>
		<title>[Jonathan Bush] Multithreading an animation with a post-frame co... [1726 days 6 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;When generating the frames of an animation with more than one thread, does an
entire frame finish, including any post frame command, before the next frame
begins? Thank you.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jul 2021 17:05:00 GMT</pubDate>
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	<item>
		<title>[Leroy] Quantum Robots [1727 days 5 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Does any one use this old robot system made for POV?
I thinking of either Taking It Off my Web Site or updating it with the 15 years
of things I've done.
It is at http://leroyw.byethost15.com/
for those who don't know about it.
Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 29 Jul 2021 18:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Recursion [1777 days 12 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;Op 6-6-2021 om 14:10 schreef m@b:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; An experiment in recursion inspired by &amp;quot;Three Spheres II&amp;quot;, a lithograph &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; print by the Dutch artist M. C. Escher&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/gUzp0Bc6u1I&amp;gt;&lt;/span&gt;

Very nice indeed.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Jun 2021 11:08:56 GMT</pubDate>
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	<item>
		<title>[BayashiPascal] Re: Recursion [1777 days 14 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Nice trick :-)



&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 09/06/2021 12:02 pm, BayashiPascal wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Nice. Can you explain how you've done the recursion ?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Pascal&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; An experiment in recursion inspired by &amp;quot;Three Spheres II&amp;quot;, a lithograph&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; print by the Dutch artist M. C. Escher&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; &amp;lt;https://youtu.be/gUzp0Bc6u1I&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The image on the table is the previous frame of the animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (frame_number-1)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare File_name = concat(&amp;quot;D:\\Files\\POV-Ray\\ANI0\\PovRay&amp;quot;,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; str(frame_number-1,-4,0), &amp;quot;.png&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; box{&amp;lt;0,0,0&amp;gt;,&amp;lt;1,1,0.01&amp;gt; pigment{image_map{png File_name}}&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; translate&amp;lt;-0.5,-0.5,0&amp;gt; scale&amp;lt;0.854,0.480,1&amp;gt;*15 rotate&amp;lt;90,1,0&amp;gt;}&lt;/span&gt;
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Jun 2021 09:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Recursion [1777 days 15 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;On 09/06/2021 12:02 pm, BayashiPascal wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Nice. Can you explain how you've done the recursion ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Pascal&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; An experiment in recursion inspired by &amp;quot;Three Spheres II&amp;quot;, a lithograph&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; print by the Dutch artist M. C. Escher&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;lt;https://youtu.be/gUzp0Bc6u1I&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;



The image on the table is the previous frame of the animation: 
(frame_number-1)


#declare File_name = concat(&amp;quot;D:\\Files\\POV-Ray\\ANI0\\PovRay&amp;quot;, 
str(frame_number-1,-4,0), &amp;quot;.png&amp;quot;)

box{&amp;lt;0,0,0&amp;gt;,&amp;lt;1,1,0.01&amp;gt; pigment{image_map{png File_name}} 
translate&amp;lt;-0.5,-0.5,0&amp;gt; scale&amp;lt;0.854,0.480,1&amp;gt;*15 rotate&amp;lt;90,1,0&amp;gt;}
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Jun 2021 08:10:24 GMT</pubDate>
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	</item>
	<item>
		<title>[BayashiPascal] Re: Recursion [1777 days 19 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Nice. Can you explain how you've done the recursion ?

Pascal

&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; An experiment in recursion inspired by &amp;quot;Three Spheres II&amp;quot;, a lithograph&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; print by the Dutch artist M. C. Escher&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/gUzp0Bc6u1I&amp;gt;&lt;/span&gt;
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Jun 2021 04:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Recursion [1780 days 11 hours and 35 minutes ago]</title>
		<description>
&lt;pre&gt;An experiment in recursion inspired by &amp;quot;Three Spheres II&amp;quot;, a lithograph 
print by the Dutch artist M. C. Escher

&amp;lt;https://youtu.be/gUzp0Bc6u1I&amp;gt;
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 6 Jun 2021 12:10:31 GMT</pubDate>
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	<item>
		<title>[Mr] Re: Bring animations into Povray from a separate... [1823 days 17 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;PossibleTaco&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Mr&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; &amp;quot;PossibleTaco&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; but I haven't had any luck with that. It's probably a small&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; &amp;gt; detail I'm overlooking.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; What version of Blender, how are you trying to convert it, what example/test&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; scene are you using, what is the povray output file, and what errors/lack of&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; results are you seeing?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Hi, sorry for the late response, I missed the question. As title got abridged&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; from most meaningful terms in my viewer ! Anyway first thing to know is what OS&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; you're using, is it a Mac? Second is the error message in terminal ? (On windows&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; go first to the menu Window &amp;gt; Toggle System Console)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I suspect something but I would really need the feedback to see how things work&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; out of the box and so that I can&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; improve the add-on. you could right click select, copy, and paste this content.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; If its seems too long to put here try on such a site: https://pastebin.com/ or&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; even just send it to me via any means you see fit.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; What I suspect is that you didn't point the binary in user preferences, but&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; there is supposed to be automatic setup on some platform, before you get into&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; fixing, can you let me know more?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Thanks, Maurice.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think you're right about the Binary thing, what am I supposed to link that to?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm pretty new to this, sorry for any dumb question.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Okay so I'm using Windows 10&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The scene I'm using is the default scene, I don't change anything, I just switch&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the engine. (I've tried adding in the povray primitives, and using materials and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; stuff with no luck).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here's the error I get:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://pastebin.com/6M4ffv2U&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hope this helps!&lt;/span&gt;

Did you install pov from the official stable 3.7 installer ? normally the
following step would not be necessary if you did (even if you then add an
unofficial version to use in the same directory), but consider your last message
a bug report.

Such simple feedback does help a lot, sorry for the inconvenience, meanwhile,
just provide the first two fields of user paths (Blender main Menu Edit &amp;gt;
Preferences, addons tab button is the window from this picture in the wiki:
https://wiki.povray.org/content/File:Pov_start01.png ). The first two fields
respectively to be filled with the complete
path to 64 bits executable binary name, for instance pvengine64.exe ; and
complete path of &amp;quot;include&amp;quot; folder in second field.
You can also reach me @neopover on facebook or direct email.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 24 Apr 2021 06:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[PossibleTaco] Re: Bring animations into Povray from a separate... [1823 days 22 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Mr&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;PossibleTaco&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; but I haven't had any luck with that. It's probably a small&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; detail I'm overlooking.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; What version of Blender, how are you trying to convert it, what example/test&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; scene are you using, what is the povray output file, and what errors/lack of&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; results are you seeing?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi, sorry for the late response, I missed the question. As title got abridged&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; from most meaningful terms in my viewer ! Anyway first thing to know is what OS&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you're using, is it a Mac? Second is the error message in terminal ? (On windows&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; go first to the menu Window &amp;gt; Toggle System Console)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I suspect something but I would really need the feedback to see how things work&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; out of the box and so that I can&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; improve the add-on. you could right click select, copy, and paste this content.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If its seems too long to put here try on such a site: https://pastebin.com/ or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; even just send it to me via any means you see fit.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What I suspect is that you didn't point the binary in user preferences, but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; there is supposed to be automatic setup on some platform, before you get into&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fixing, can you let me know more?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks, Maurice.&lt;/span&gt;

I think you're right about the Binary thing, what am I supposed to link that to?
I'm pretty new to this, sorry for any dumb question.

Okay so I'm using Windows 10
The scene I'm using is the default scene, I don't change anything, I just switch
the engine. (I've tried adding in the povray primitives, and using materials and
stuff with no luck).
Here's the error I get:
https://pastebin.com/6M4ffv2U

Hope this helps!
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 24 Apr 2021 01:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: Bring animations into Povray from a separate... [1824 days 10 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;PossibleTaco&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but I haven't had any luck with that. It's probably a small&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; detail I'm overlooking.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What version of Blender, how are you trying to convert it, what example/test&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene are you using, what is the povray output file, and what errors/lack of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; results are you seeing?&lt;/span&gt;


Hi, sorry for the late response, I missed the question. As title got abridged
from most meaningful terms in my viewer ! Anyway first thing to know is what OS
you're using, is it a Mac? Second is the error message in terminal ? (On windows
go first to the menu Window &amp;gt; Toggle System Console)

I suspect something but I would really need the feedback to see how things work
out of the box and so that I can
improve the add-on. you could right click select, copy, and paste this content.
If its seems too long to put here try on such a site: https://pastebin.com/ or
even just send it to me via any means you see fit.

What I suspect is that you didn't point the binary in user preferences, but
there is supposed to be automatic setup on some platform, before you get into
fixing, can you let me know more?

Thanks, Maurice.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 23 Apr 2021 13:20:00 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Bring animations into Povray from a separate... [1824 days 12 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;PossibleTaco&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
but I haven't had any luck with that. It's probably a small
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; detail I'm overlooking.&lt;/span&gt;

What version of Blender, how are you trying to convert it, what example/test
scene are you using, what is the povray output file, and what errors/lack of
results are you seeing?
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 23 Apr 2021 11:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[PossibleTaco] Re: Bring animations into Povray from a separate... [1824 days 21 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;PossibleTaco&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Hi there! I'm brand new to povray and I've had fun messing around with it! I&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; have a couple of questions though;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Any way to do an animation in another program like Blender, export it as an FBX,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; and bring it into povray?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Or alternatively, does anyone have any tips for getting povray to work in&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; blender? Does it just not work in 2.9? I can't even get the default scene to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; render.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Likely Maurice will chime with his expert opinion.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But until then:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://wiki.povray.org/content/HowTo:Use_POV-Ray_with_Blender&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://mmyllyma.mbnet.fi/combine_blender_pov.html&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Other than that, your search engine is your friend.&lt;/span&gt;

I've done some research on it, and everything says I should be able to render
the default scene but I haven't had any luck with that. It's probably a small
detail I'm overlooking.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 23 Apr 2021 02:00:00 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Bring animations into Povray from a separate... [1827 days and 26 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;PossibleTaco&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi there! I'm brand new to povray and I've had fun messing around with it! I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; have a couple of questions though;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Any way to do an animation in another program like Blender, export it as an FBX,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and bring it into povray?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or alternatively, does anyone have any tips for getting povray to work in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; blender? Does it just not work in 2.9? I can't even get the default scene to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render.&lt;/span&gt;

Likely Maurice will chime with his expert opinion.

But until then:

https://wiki.povray.org/content/HowTo:Use_POV-Ray_with_Blender

http://mmyllyma.mbnet.fi/combine_blender_pov.html

Other than that, your search engine is your friend.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 20 Apr 2021 23:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[PossibleTaco] Bring animations into Povray from a separate pro... [1827 days 1 hour and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Hi there! I'm brand new to povray and I've had fun messing around with it! I
have a couple of questions though;
Any way to do an animation in another program like Blender, export it as an FBX,
and bring it into povray?

Or alternatively, does anyone have any tips for getting povray to work in
blender? Does it just not work in 2.9? I can't even get the default scene to
render.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 20 Apr 2021 22:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] TokTik [1893 days 21 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;Things are getting weird:


&amp;lt;https://www.tiktok.com/@matthew.bradwell/video/6892250653024898306&amp;gt;

&amp;lt;https://www.tiktok.com/@matthew.bradwell/video/6928189344071060738&amp;gt;

m@
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 13 Feb 2021 02:09:30 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: bones.inc [1959 days 14 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...I've tried writing a few *basic* inverse-kinematics scenes, and even those&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; get complicated; this system looks like a real time-saver. ...&lt;/span&gt;

in case you missed it, ingo published an inverse- kinematics &amp;quot;system&amp;quot; (FABRIK)
end of 2018.  did a quick search but all I found was this (somewhat) related
thread:
&amp;lt;http://news.povray.org/povray.general/thread/%3Cweb.5d5ae787adbcedc33936914a0%40news.povray.org%3E/&amp;gt;


regards,jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Dec 2020 09:10:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: bones.inc [1959 days 16 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;Thanks for re-posting this, I didn't know about it. Looks like a really useful
tool! I've tried writing a few *basic* inverse-kinematics scenes, and even those
get complicated; this system looks like a real time-saver. I hope to play with
it soon.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Dec 2020 07:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: bones.inc [1959 days 22 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;robot guy&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had posted a link to my bones.inc forward kinematics include file here about&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ten years ago.  The link is of course old and broken though, so I just uploaded&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it to GitHub:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/edrobotguy/bones&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; bones.inc allows you to create complex skeletons and attach POVray objects to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; them.  Included on the git are a huge readme file and two sample POVray files&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that use bones.inc, one for animating a bipedal robot and another with a snake.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For the robot, the skeleton is defined right down to the finger bones.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Animation is accomplished by establishing a Pose for a skeleton, where each&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; joint angle is specified, and then interpolating between Poses according to the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clock value.  Chains of these interpolations can create some very complex&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; skeleton movements with very little code.&lt;/span&gt;

I was going through the old e-mails here and I found this.  I didn't know if I
had downloaded this bone thing or not. I did!, in 2012. I've been playing with
robots for that long?! I had decided to make androids only. I set it up a system
that'll let you adjust bone length. But soon just stuck with one set of bone
lengths. I'm really into animation so I created another system that will take
poses files and with a little effort make animated robots. I'm Now working on a
windows program that will take some of that effort out of making that animation.

Have Fun!!
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 9 Dec 2020 01:45:01 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: Stars in the suns neighborhood - 3D-Anaglyph [1986 days 5 hours and 13 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/11/20 4:08 PM, M&amp;#239;&amp;#191;&amp;#189;tes wrote:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Sorry for my use of terms. I am aware of &amp;quot;Local Group&amp;quot; representing&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; galaxies indeed. Fortunately, Kenneth rightly interpreted my thoughts :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; No problem :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I added 4 new videos, two different in 2D and 3D.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; All of them test-creations from 1999 as the two previously published.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But maybe with nice 3D-effects inside.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Please check the playlist:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/playlist?list=PLyqRFFB9kitzoaILwoMInxo7bd5LY7WEG&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Adios,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Martin&lt;/span&gt;

These are cool - wish I could find my 3D glasses... :-)

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 Nov 2020 18:33:06 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: Joseph Wright's Orrery [1986 days 5 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/11/20 5:55 AM, m@b wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Another animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/GyqQolOK_qI&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Comments welcome.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

Very well done!

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 Nov 2020 18:21:35 GMT</pubDate>
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	</item>
	<item>
		<title>[] Re: Stars in the suns neighborhood - 3D-Anaglyph [1987 days 2 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Sorry for my use of terms. I am aware of &amp;quot;Local Group&amp;quot; representing&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; galaxies indeed. Fortunately, Kenneth rightly interpreted my thoughts :-)&lt;/span&gt;

No problem :)

I added 4 new videos, two different in 2D and 3D.
All of them test-creations from 1999 as the two previously published.
But maybe with nice 3D-effects inside.

Please check the playlist:
https://www.youtube.com/playlist?list=PLyqRFFB9kitzoaILwoMInxo7bd5LY7WEG

Adios,
Martin
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 11 Nov 2020 21:10:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Joseph Wright's Orrery [1987 days 7 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Another animation:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://youtu.be/GyqQolOK_qI&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Comments welcome.&lt;/span&gt;

what can one say, except *wow* and/or stunning?!  :-)  beautiful.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 11 Nov 2020 16:10:01 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Joseph Wright's Orrery [1987 days 12 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;Another animation:

&amp;lt;https://youtu.be/GyqQolOK_qI&amp;gt;

Comments welcome.

m@
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 11 Nov 2020 10:55:48 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Stars in the suns neighborhood - 3D-Anaglyph [1989 days 16 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;Op 08/11/2020 om 10:50 schreef M&amp;#239;&amp;#191;&amp;#189;tes:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; The Sun is centered in your animation, but is that also the case for its&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; position in the Local Group? Probably not. Does that not introduce a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;quot;deformation&amp;quot; in the way the group is viewed from the outside?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dont exactly understand what do you mean with that.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Local Group&amp;quot; most of the time is used when talking about galaxies.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And yes, the sun ist centered only in my animation. Beside of that she is the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; center of virtually nothing. Not the Local Cloud, the Local Bubble or anything&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; else.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here the english Wikipedia-Site of the Local Bubble.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://en.wikipedia.org/wiki/Local_Bubble&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also you can check out the german site.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It has a few nice drawings of our surrounding.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://de.wikipedia.org/wiki/Lokale_Blase&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Sorry for my use of terms. I am aware of &amp;quot;Local Group&amp;quot; representing 
galaxies indeed. Fortunately, Kenneth rightly interpreted my thoughts :-)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 9 Nov 2020 07:30:19 GMT</pubDate>
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	<item>
		<title>[] Re: Stars in the suns neighborhood - 3D-Anaglyph [1990 days 2 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;Okay, I understand.

I have to make clear, the animation was a first try, not trimmed to be
scientific realistic.

The positions and the distances of the stars are real, I used the 150 NEAREST
Stars in the Database.
The size of the spheres represents more or less the brighness of the stars, but
as you can see only in 2 steps, big and small spheres.
So, for example, a big sphere here can be a 2.9 mag bright star and a small
sphere a 3.0 (the smaller mag = the brighter the star!).
The animation is from 2019 or even 2018, so I dont know the exact parameters.

So yes, it is an optical illusion, that there are groups and brighter on one
side of the sun.

But its interresting to hear that someone things about it and not only wants to
&amp;quot;see&amp;quot; this but also likes to know more details. Maybe I can relive the scripts
in the next weeks and create a more realistic one. And also write about the
exact parameters I used. But I cant promise it, much to do at the moment.

Otherwise I remember, that it was really hard to create an eye-friendly version
and a realistic one at the same time. I tried many different parameters and most
of them didnt look well. The difference of the brightness is so big that most of
the stars disappeared, so I have choosen only big and small spheres.

M&amp;#228;tes
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 8 Nov 2020 21:35:01 GMT</pubDate>
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	<item>
		<title>[Kenneth] Re: Stars in the suns neighborhood - 3D-Anaglyph [1990 days 4 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;M&amp;#228;tes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The Sun is centered in your animation, but is that also the case for its&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; position in the Local Group? Probably not. Does that not introduce a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;deformation&amp;quot; in the way the group is viewed from the outside?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...And yes, the sun ist centered only in my animation. Beside of that she is the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; center of virtually nothing. Not the Local Cloud, the Local Bubble or anything&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; else.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Thomas means that if the animation rotates not around the Sun but around star
268 G. Ce instead (for example), ALL of the stars *in your animation* will
appear to be on one side of 268 G. Ce -- with a big empty space on the other
side, creating a different 'visual' deformation of the group. (Star 268 G. Ce is
at the extreme left, when the animation is at the halfway point.)

Yes, I see now that the the apparent 'deformation' of the group of LARGE stars
in the animation is a kind of optical illusion.

Question: Are the 'large' stars actually larger in real size? Or are they just
made larger for the animation because they have the labels?

There are many smaller stars in the animation, and they do appear to be
uniformly distributed in a sphere, more or less. Unfortunately, my red/green
anaglyph glasses make them very dark and hard to see.

Thanks for creating this animation, especially in 3-D.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 8 Nov 2020 19:45:05 GMT</pubDate>
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	<item>
		<title>[] Re: Stars in the suns neighborhood - 3D-Anaglyph [1990 days 13 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The Sun is centered in your animation, but is that also the case for its&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; position in the Local Group? Probably not. Does that not introduce a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;deformation&amp;quot; in the way the group is viewed from the outside?&lt;/span&gt;

Dont exactly understand what do you mean with that.
&amp;quot;Local Group&amp;quot; most of the time is used when talking about galaxies.
And yes, the sun ist centered only in my animation. Beside of that she is the
center of virtually nothing. Not the Local Cloud, the Local Bubble or anything
else.

Here the english Wikipedia-Site of the Local Bubble.
https://en.wikipedia.org/wiki/Local_Bubble

Also you can check out the german site.
It has a few nice drawings of our surrounding.
https://de.wikipedia.org/wiki/Lokale_Blase

M&amp;#228;tes
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 8 Nov 2020 09:55:00 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Stars in the suns neighborhood - 3D-Anaglyph [1990 days 16 hours and 12 minutes ago]</title>
		<description>
&lt;pre&gt;Op 07/11/2020 om 14:09 schreef M&amp;#239;&amp;#191;&amp;#189;tes:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I like the 3d version, nice level of detail for anaglyph.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Same here. It's interesting to see that the stars in our 'local bubble' do not&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; uniformly fill the space.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thats why I have done it. I wanted to know where the stars are, what it would&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; look like to see the stars from a few lightyears away.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; M&amp;#195;&amp;#164;tes&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

The Sun is centered in your animation, but is that also the case for its 
position in the Local Group? Probably not. Does that not introduce a 
&amp;quot;deformation&amp;quot; in the way the group is viewed from the outside?

Nice work btw.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 8 Nov 2020 07:34:02 GMT</pubDate>
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	<item>
		<title>[] Re: Stars in the suns neighborhood - 3D-Anaglyph [1991 days 10 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I like the 3d version, nice level of detail for anaglyph.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Same here. It's interesting to see that the stars in our 'local bubble' do not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; uniformly fill the space.&lt;/span&gt;

Thats why I have done it. I wanted to know where the stars are, what it would
look like to see the stars from a few lightyears away.

M&amp;#228;tes
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Nov 2020 13:10:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Stars in the suns neighborhood - 3D-Anaglyph [1992 days 20 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;StephenS&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I like the 3d version, nice level of detail for anaglyph.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Same here. It's interesting to see that the stars in our 'local bubble' do not
uniformly fill the space, but are sort of bunched-up in one hemisphere, more or
less. (Or maybe that's just a visual effect of some of the stars being larger
than others?)

Nice 3-D effect!
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Nov 2020 03:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[StephenS] Re: Stars in the suns neighborhood - 3D-Anaglyph [1993 days 1 hour and 36 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;M&amp;#228;tes&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi everyone,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; some months/years ago I created an animation that shows the sun and the nearest&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; stars around. The Sun is centered, Vega about 25 lightyears away.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered on a Raspberry Pi 3B.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=sSlhDgHcHHM&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also there is a 3D-anaglyph-version of this video:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=8BzW-8AcHDY&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; At the moment I reorder my youtube-account, more of this will be published&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; later.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hope it looks nice,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; M&amp;#228;tes&lt;/span&gt;

I like the 3d version, nice level of detail for anaglyph.

Stephen S
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Nov 2020 22:10:00 GMT</pubDate>
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	<item>
		<title>[] Stars in the suns neighborhood - 3D-Anaglyph [1993 days 5 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Hi everyone,

some months/years ago I created an animation that shows the sun and the nearest
stars around. The Sun is centered, Vega about 25 lightyears away.
Rendered on a Raspberry Pi 3B.

https://www.youtube.com/watch?v=sSlhDgHcHHM

Also there is a 3D-anaglyph-version of this video:

https://www.youtube.com/watch?v=8BzW-8AcHDY

At the moment I reorder my youtube-account, more of this will be published
later.

Hope it looks nice,

M&amp;#228;tes
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Nov 2020 18:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: Stonehenge... [2017 days 2 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ... an archaeologist's dream.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for the kind words about my &amp;quot;Life gets Tee-Jus&amp;quot; animation.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here is another one:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/HDzuLrZB39Q&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

prettycool :-)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Oct 2020 20:55:07 GMT</pubDate>
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	<item>
		<title>[m@b] Stonehenge... [2017 days 22 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;... an archaeologist's dream.

Thanks for the kind words about my &amp;quot;Life gets Tee-Jus&amp;quot; animation.

Here is another one:

https://youtu.be/HDzuLrZB39Q

m@
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 12 Oct 2020 01:29:30 GMT</pubDate>
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	</item>
	<item>
		<title>[m@b] Re: Drawing lines... [2024 days 20 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;On 12/10/2019 23:15, kurtz le pirate wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have a really stupid question.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I want to draw a line (a cylinder in fact), between two points in a &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;gradual way&amp;quot;. Let us take two points A and B separated by a distance &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; DIST and trying to do :&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; delta = 0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; while (delta &amp;lt; DIST)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  &amp;#194;&amp;#160; draw cylinder from A to A+delta&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  &amp;#194;&amp;#160; increment delta&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And the 'last' cylinder is draw from A to B.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm lost between 'vnormalize', 'vtransform' and 'reorient' :(&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Probably very easy, but I'm ditching.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

#declare A = &amp;lt;-2,1,-0.5&amp;gt;;
#declare B = &amp;lt; 3,3, 0.5&amp;gt;;
#declare C = B*clock + A*(1-clock) + &amp;lt;0,0,0.00001&amp;gt;; // Or declare a 
sub-clock

sphere{A,0.2 pigment{rgb&amp;lt;1,0,0&amp;gt;}}
sphere{B,0.2 pigment{rgb&amp;lt;0,0,1&amp;gt;}}

cylinder{A,C,0.1 pigment{rgb&amp;lt;0,1,0&amp;gt;}}
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 5 Oct 2020 03:09:00 GMT</pubDate>
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	<item>
		<title>[SafePit] Re: Life gets tee-jus don't it? [2025 days 6 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am just getting back into Pov Ray after a break of about 20 years.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Check out my animation: https://youtu.be/djJGXZB6yRE&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

Nice animation! I like the concept. I thought just the camera that moved until I
realized there was other animations. Had to watch again to see what I missed. :)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 4 Oct 2020 16:55:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f79fe17ebcefc487b21f9240%40news.povray.org%3E/#%3Cweb.5f79fe17ebcefc487b21f9240%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5f79fe17ebcefc487b21f9240%40news.povray.org%3E/#%3Cweb.5f79fe17ebcefc487b21f9240%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[jr] Re: Life gets tee-jus don't it? [2025 days 14 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;m@b&amp;quot; &amp;lt;sai###&amp;nbsp;[at]&amp;nbsp;googlemail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am just getting back into Pov Ray after a break of about 20 years.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Check out my animation: https://youtu.be/djJGXZB6yRE&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

really nice.  (loved the tree rise and &amp;quot;lay down&amp;quot;.  :-))


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 4 Oct 2020 08:50:01 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.5f798be0ebcefc48f5e85bab0%40news.povray.org%3E/#%3Cweb.5f798be0ebcefc48f5e85bab0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Thomas de Groot] Re: Life gets tee-jus don't it? [2025 days 16 hours and 47 minutes ago]</title>
		<description>
&lt;pre&gt;Op 03/10/2020 om 13:50 schreef m@b:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am just getting back into Pov Ray after a break of about 20 years.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Check out my animation: https://youtu.be/djJGXZB6yRE&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; m@&lt;/span&gt;

THAT was nice, sir! Well done. Not tee-jus at all as far as I am 
concerned ;-)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 4 Oct 2020 06:58:55 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Life gets tee-jus don't it? [2025 days 17 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;That is REALLY enjoyable and fun to watch, with a continuing series of
surprises-- especially the fractal-landscale view at the end; a clever use of
fractals! It is obvious that you put a LOT of work into this scene, and it
shows. You picked a great visual theme and its details. Congratulations, and
well-done.

I happened to have my computer speakers turned off until the end of the video--
and realized that there was music too!

Welcome back to POV'ing. More please. :-)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 4 Oct 2020 06:30:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f796ab7ebcefc48d98418910%40news.povray.org%3E/#%3Cweb.5f796ab7ebcefc48d98418910%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Uncle Josh] Re: Pellet Power 2020 [2026 days 6 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Mr&amp;quot; &amp;lt;mauriceraybaud [at] hotmail dot fr&amp;gt;&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Nice! The time allowed for reading the sign is slightly short maybe?&lt;/span&gt;

Hmmm... You could be right. My wife suggested more time to watch the draping
motion work. It should be easy to fix.


Uncle Josh
Pontificating on the web since 1995
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 3 Oct 2020 17:25:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.5f78b3a9662056e6eed28a950%40news.povray.org%3E/#%3Cweb.5f78b3a9662056e6eed28a950%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[m@b] Life gets tee-jus don't it? [2026 days 11 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;I am just getting back into Pov Ray after a break of about 20 years.

Check out my animation: https://youtu.be/djJGXZB6yRE

m@
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 3 Oct 2020 11:50:11 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: Pellet Power 2020 [2047 days 16 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Uncle Josh&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Long time non-raytracer coming back after, oh, I dunno, 15 years?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I decided to pick up POV-Ray again and updated my 2001 IRTC entry called Pellet&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Power.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I cleaned up the code, adjusted timings, and the whole thing rendered in 5 hours&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 13 minutes.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've uploaded it to YouTube.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/AUlLQhpU9D4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Along the way I had to update and improve my animator.inc file and the utility&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to seamlessly connect bicubic patches.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I may be back to ray-tracing more often.&lt;/span&gt;

Nice! The time allowed for reading the sign is slightly short maybe?
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Sep 2020 06:55:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f5c7050662056e66adeaecb0%40news.povray.org%3E/#%3Cweb.5f5c7050662056e66adeaecb0%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[jr] Re: Pellet Power 2020 [2054 days 11 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Uncle Josh&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I cleaned up the code, adjusted timings, and the whole thing rendered in 5 hours&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 13 minutes.&lt;/span&gt;

nice.  a couple of kW/h well spent.  :-)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 5 Sep 2020 12:15:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f5380fb662056e64d00143e0%40news.povray.org%3E/#%3Cweb.5f5380fb662056e64d00143e0%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5f5380fb662056e64d00143e0%40news.povray.org%3E/#%3Cweb.5f5380fb662056e64d00143e0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Uncle Josh] Pellet Power 2020 [2054 days 19 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;Long time non-raytracer coming back after, oh, I dunno, 15 years?

I decided to pick up POV-Ray again and updated my 2001 IRTC entry called Pellet
Power.

I cleaned up the code, adjusted timings, and the whole thing rendered in 5 hours
13 minutes.

I've uploaded it to YouTube.

https://youtu.be/AUlLQhpU9D4

Along the way I had to update and improve my animator.inc file and the utility
to seamlessly connect bicubic patches.

I may be back to ray-tracing more often.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 5 Sep 2020 03:50:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f530a8ca411f2e8313019390%40news.povray.org%3E/#%3Cweb.5f530a8ca411f2e8313019390%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Bald Eagle] Re: What are best-practice options for animation? [2071 days 23 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kima&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Although they perfectly work on a single image, I think they create&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; visible noises in animation when the background of frames should be identical&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for a smooth transition.&lt;/span&gt;

Correct - all images should be generated in a reproducible way - no crand or any
of the other jitter-type effects.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Do you have any advice for adjusting the command parameters to eliminate noises&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; as a result of the difference between frame pixels?&lt;/span&gt;

I myself have only ever used pretty simple settings.   height, width, and
antialiasing.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or generally, any trick for FFmpeg video generation of POV-RAY images?&lt;/span&gt;

I haven't done one in a while, but I posted my command line options here:

http://news.povray.org/povray.binaries.animations/message/%3Cweb.5b5540daa3d27573458c7afe0%40news.povray.org%3E/#%3Cweb
.5b5540daa3d27573458c7afe0%40news.povray.org%3E
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 18 Aug 2020 23:50:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f3c69074da9a82c1f9dae300%40news.povray.org%3E/#%3Cweb.5f3c69074da9a82c1f9dae300%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5f3c69074da9a82c1f9dae300%40news.povray.org%3E/#%3Cweb.5f3c69074da9a82c1f9dae300%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Kima] What are best-practice options for animation? [2072 days and 21 minutes ago]</title>
		<description>
&lt;pre&gt;Many options like +J and +TH randomly create noise to improve the visual
appearance. Although they perfectly work on a single image, I think they create
visible noises in animation when the background of frames should be identical
for a smooth transition.

Do you have any advice for adjusting the command parameters to eliminate noises
as a result of the difference between frame pixels?

Or generally, any trick for FFmpeg video generation of POV-RAY images?
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 18 Aug 2020 23:25:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f3c626442dfe247ecc0fada0%40news.povray.org%3E/#%3Cweb.5f3c626442dfe247ecc0fada0%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5f3c626442dfe247ecc0fada0%40news.povray.org%3E/#%3Cweb.5f3c626442dfe247ecc0fada0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[robot guy] bones.inc [2102 days 18 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;I had posted a link to my bones.inc forward kinematics include file here about
ten years ago.  The link is of course old and broken though, so I just uploaded
it to GitHub:

https://github.com/edrobotguy/bones

bones.inc allows you to create complex skeletons and attach POVray objects to
them.  Included on the git are a huge readme file and two sample POVray files
that use bones.inc, one for animating a bipedal robot and another with a snake.
For the robot, the skeleton is defined right down to the finger bones.

Animation is accomplished by establishing a Pose for a skeleton, where each
joint angle is specified, and then interpolating between Poses according to the
clock value.  Chains of these interpolations can create some very complex
skeleton movements with very little code.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Jul 2020 05:15:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5f13d5f088bb62bc9d50611f0%40news.povray.org%3E/#%3Cweb.5f13d5f088bb62bc9d50611f0%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5f13d5f088bb62bc9d50611f0%40news.povray.org%3E/#%3Cweb.5f13d5f088bb62bc9d50611f0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Dick Balaska] tteoac - Penultimate Edition [2108 days 17 hours and 27 minutes ago]</title>
		<description>
&lt;pre&gt;tteoac - Penultimate Edition

http://www.buckosoft.com/tteoac/

I have released another Through the Eyes of a Child.
Progress stalled in February so I thought I'd put this out.
It's *almost* done, but I just can't work on it, for now.
You might even think it looks done :) but there's 4 things left:

1) Toothbrush bit
2) decorate the bedroom. I need some furniture to help the viewer 
understand the camera rotations better.
3) The kid looks at the non-existant blanket in bed and should pull it 
up.  I wanted to play with macrame simulations for that.
4) The dog should be in the bedroom and jump up and lay down on the bed.


-- 
dik
Rendered 50,081,587,200 of 50,081,587,200 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Jul 2020 06:18:45 GMT</pubDate>
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	</item>
	<item>
		<title>[Constantin] Re: Convert POVray animation output to actual vi... [2162 days 12 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;Is there a simple piece of software that accepts frame images, fps and an audio
track as input and produces video files as
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; output?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ffmpeg?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;https://ffmpeg.org/&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;


Thanks, problem solved
C.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 20 May 2020 11:00:01 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5ec50d5c21df921cecfb76150%40news.povray.org%3E/#%3Cweb.5ec50d5c21df921cecfb76150%40news.povray.org%3E</guid>
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	</item>
	<item>
		<title>[Bill Pragnell] Re: Convert POVray animation output to actual vi... [2163 days and 41 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Constantin&amp;quot; &amp;lt;con###&amp;nbsp;[at]&amp;nbsp;mcgill&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My understanding is that POV outputs individual frame images but no video files.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How to convert those to video? Is there a simple piece of software that accepts&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame images, fps and an audio track as input and produces video files as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; output?&lt;/span&gt;

I second ffmpeg!

For a list of frames of the form image0001.png, for example:

ffmpeg -i image%04d.png -c:v libx264 -preset medium -crf 20 output.mp4

should produce a decent H.264 video. There are a huge range of options,
including fps and adding audio, but I'm not an expert. Best to see the
documentation at https://ffmpeg.org/documentation.html, or google for guides
that suit your needs!

Bill
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 May 2020 23:05:00 GMT</pubDate>
		<guid isPermaLink="true">//news.povray.org/*/message/%3Cweb.5ec465fd21df921c1b6c6b3a0%40news.povray.org%3E/#%3Cweb.5ec465fd21df921c1b6c6b3a0%40news.povray.org%3E</guid>
		<link>//news.povray.org/*/message/%3Cweb.5ec465fd21df921c1b6c6b3a0%40news.povray.org%3E/#%3Cweb.5ec465fd21df921c1b6c6b3a0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Bald Eagle] Re: Convert POVray animation output to actual vi... [2163 days 6 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Constantin&amp;quot; &amp;lt;con###&amp;nbsp;[at]&amp;nbsp;mcgill&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My understanding is that POV outputs individual frame images but no video files.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How to convert those to video? Is there a simple piece of software that accepts&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame images, fps and an audio track as input and produces video files as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; output?&lt;/span&gt;

Many people use ffmpeg

When I ran windows, I used some other pieces of software.
VideoMach is super easy.

http://news.povray.org/povray.binaries.animations/thread/%3Cweb.5d019356fb906fe54eec112d0%40news.povray.org%3E/

for sound, I used Audacity

It's been a while since I've done one, so I can't really recall the details on
adding in the sound - but if _I_ could do it...    ;)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 May 2020 17:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Convert POVray animation output to actual vi... [2163 days 10 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Constantin&amp;quot; &amp;lt;con###&amp;nbsp;[at]&amp;nbsp;mcgill&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My understanding is that POV outputs individual frame images but no video files.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How to convert those to video? Is there a simple piece of software that accepts&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame images, fps and an audio track as input and produces video files as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; output?&lt;/span&gt;

ffmpeg?
&amp;lt;https://ffmpeg.org/&amp;gt;


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 May 2020 13:25:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Constantin] Convert POVray animation output to actual video [2163 days 11 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;My understanding is that POV outputs individual frame images but no video files.
How to convert those to video? Is there a simple piece of software that accepts
frame images, fps and an audio track as input and produces video files as
output?
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 19 May 2020 12:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Constantin] Re: HELP!  problem with CSG syntax [2164 days 22 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Cousin Ricky&amp;quot; &amp;lt;rickysttATyahooDOTcom&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Constantin&amp;quot; &amp;lt;con###&amp;nbsp;[at]&amp;nbsp;mcgill&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I consider myself an advanced POV user but this one is mystifies me. I am trying&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; a simple model of a butterfly wing movement in a sort (12 frames, 3/4 sec)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; animation. This is my code:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You are missing the 'object' keyword:&lt;/span&gt;

You were absolutely right, that's all I needed to do. Rusty skills, I hadn't
used POV for years.

Many thanks!

Constantin
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 18 May 2020 00:50:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] Re: HELP!  problem with CSG syntax [2170 days 18 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Constantin&amp;quot; &amp;lt;con###&amp;nbsp;[at]&amp;nbsp;mcgill&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;ca&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I consider myself an advanced POV user but this one is mystifies me. I am trying&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a simple model of a butterfly wing movement in a sort (12 frames, 3/4 sec)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation. This is my code:&lt;/span&gt;

You are missing the 'object' keyword:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; //rapid downstroke&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare startclock=0;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare endclock =4;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare localclock=clock-startclock;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #if(clock&amp;gt;startclock &amp;amp; clock&amp;lt;=endclock) union { { Rightwing rotate&lt;/span&gt;
                                             here^
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;0,0,60-14*localclock&amp;gt;} {Leftwing rotate&amp;lt;0,0,-(60-14*localclock)&amp;gt;}&lt;/span&gt;
                 and here^
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rotate&amp;lt;-30,-30,0&amp;gt; translate &amp;lt;30,-(55-localclock), 50&amp;gt; }  #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; //slower return up&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare startclock=endclock;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare endcolck=startclock+8;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare localclock=clock-startclock;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #if( clock&amp;gt;startclock &amp;amp; clock &amp;lt;=endclock) union { { Rightwing rotate&amp;lt;&lt;/span&gt;
                                           and here^
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 0,0,7.5*localclock&amp;gt;} {Leftwing rotate&amp;lt;0,0,-7.5*localclock&amp;gt;}  rotate&amp;lt;-20,-35,0&amp;gt;&lt;/span&gt;
              and here^
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; translate &amp;lt;10,-(54+0.5*localclock), 100&amp;gt;  }  #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Povray refuses to accept the first #if statement: &amp;quot;No matching } in 'union', {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; found instead&amp;quot; What is wrong with the union syntax?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; More puzzling, if I comment out the first #if statement, it accepts the second&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; one and proceeds to rendering, even though the union syntax is EXACTLY the same.&lt;/span&gt;

The second #if is never satisfied, so POV-Ray never gets to flag it as a syntax
error.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 12 May 2020 05:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Constantin] HELP!  problem with CSG syntax [2170 days 21 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;I consider myself an advanced POV user but this one is mystifies me. I am trying
a simple model of a butterfly wing movement in a sort (12 frames, 3/4 sec)
animation. This is my code:

//rapid downstroke
#declare startclock=0;
#declare endclock =4;
#declare localclock=clock-startclock;
#if(clock&amp;gt;startclock &amp;amp; clock&amp;lt;=endclock) union { { Rightwing rotate
&amp;lt;0,0,60-14*localclock&amp;gt;} {Leftwing rotate&amp;lt;0,0,-(60-14*localclock)&amp;gt;}
rotate&amp;lt;-30,-30,0&amp;gt; translate &amp;lt;30,-(55-localclock), 50&amp;gt; }  #end

//slower return up
#declare startclock=endclock;
#declare endcolck=startclock+8;
#declare localclock=clock-startclock;
#if( clock&amp;gt;startclock &amp;amp; clock &amp;lt;=endclock) union { { Rightwing rotate&amp;lt;
0,0,7.5*localclock&amp;gt;} {Leftwing rotate&amp;lt;0,0,-7.5*localclock&amp;gt;}  rotate&amp;lt;-20,-35,0&amp;gt;
translate &amp;lt;10,-(54+0.5*localclock), 100&amp;gt;  }  #end

Povray refuses to accept the first #if statement: &amp;quot;No matching } in 'union', {
found instead&amp;quot; What is wrong with the union syntax?

More puzzling, if I comment out the first #if statement, it accepts the second
one and proceeds to rendering, even though the union syntax is EXACTLY the same.

What am I doing wrong?

Thanks for any help

Constantin
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 12 May 2020 02:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: Dodeca World [2196 days 7 hours and 7 minutes ago]</title>
		<description>
&lt;pre&gt;Am 4/16/20 5:23 AM, also sprach kurtz le pirate:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 15/04/2020 18:01, kurtz le pirate wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Sorry, bad link.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;lt;http://louisbel.free.fr/scenes/scene028.shtml&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I meant to say ... the other one was your game of life (which you know).

I like this, it's cute!

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 16 Apr 2020 16:39:02 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Re: Dodeca World [2196 days 14 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;On 15/04/2020 18:01, kurtz le pirate wrote:

Sorry, bad link.
	&amp;lt;http://louisbel.free.fr/scenes/scene028.shtml&amp;gt;


-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 16 Apr 2020 09:23:48 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Dodeca World [2197 days 7 hours and 45 minutes ago]</title>
		<description>
&lt;pre&gt;Hi.

Basic animation of a dodecahedron with some buildings on its sides.
The video is not of very good quality after conversion to WebM format.

&amp;lt;http://louisbel.free.fr/scenes/scene027.shtml&amp;gt;

The original video in mpeg4 format (about 100MB) is available on request.


Just for fun...

-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Apr 2020 16:01:15 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: Anyone using RTR? [2215 days 7 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Jeff Houck&amp;quot; &amp;lt;jho###&amp;nbsp;[at]&amp;nbsp;northrim&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've retired and now find myself with all that &amp;quot;spare time&amp;quot; I never seemed to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; find before. I've returned to some long-shelved POV-Ray projects, including a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render farm using Raspberry Pi's and some animation stuff. (Some of these&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; projects go back 20+ years ... I've been busy.:) )&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; RTR, Real Time Raytracing, has been in v3.7 but is anyone using it? The devs&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; intended to keep it in POV-Ray if it proves popular. So, I'm wondering how&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; popular is it with folks?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; From the user document: &amp;quot;Note: Currently, it is not possible to save the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rendered RTR output to disk. We will provide this as an option if we keep RTR in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-Ray.&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; While both clocked and clockless animation features are possible, it seems to me&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that using RTR gives one another tool in the toolbox.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Comments? Cheers.&lt;/span&gt;

Hi,

Definitely one of the features I hope they will keep, but as mentioned: cross
platform consistency (win/linux/mac) is a pre requisite before we invest our
testing and development time for any feature of the blender to POV exporter.

If it is not kept, One day we will have to create a bad emulated version of it
with much degraded render quality like a bunch of command lines to temporarily
drop radiosity , drop aa... so that pov can still have a more interactive and
fast rendering mode in the interactive 3d viewport. But if I have to do that
myself, well... Honestly, it will be much worse than what it currently (almost)
is, and pov would once more look  as if it was a step behind its competition to
the blender community, while it actually performs reasonnably well.(Many of the
Uberpov / HGPOV features like blurry reflections and displacement have the same
kind of attractivity, and I'm waiting for them to be integrated into main POV
trunk before risking any attempt)

That being said, any feature is a lot of work and POV does have a lot ! Thanks
to all devs for all their efforts of which I'm well aware.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 28 Mar 2020 16:05:01 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Anyone using RTR? [2215 days 19 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/27/20 4:11 PM, Jeff Houck wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've retired and now find myself with all that &amp;quot;spare time&amp;quot; I never seemed to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; find before. I've returned to some long-shelved POV-Ray projects, including a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render farm using Raspberry Pi's and some animation stuff. (Some of these&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; projects go back 20+ years ... I've been busy.:) )&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; RTR, Real Time Raytracing, has been in v3.7 but is anyone using it? The devs&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; intended to keep it in POV-Ray if it proves popular. So, I'm wondering how&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; popular is it with folks?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  From the user document: &amp;quot;Note: Currently, it is not possible to save the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rendered RTR output to disk. We will provide this as an option if we keep RTR in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-Ray.&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; While both clocked and clockless animation features are possible, it seems to me&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that using RTR gives one another tool in the toolbox.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Comments? Cheers.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
It's not being used to my knowledge. A few years back perhaps, there was 
a thread discussing the feature. Mostly that it never worked anywhere 
but in the windows implementation - and was there was a bit of a shoe 
horned thing if memory serves.

Ah! There is a github issue for it:

https://github.com/POV-Ray/povray/issues/301

Aside: My son gave me a Raspberry PI 4 for Christmas! Been playing with 
it on and off and plan to compile and run POV-Ray on it, but not there 
yet. I'm thinking about bulding a small cluster for regularly running 
the test cases I've collected over time.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 28 Mar 2020 04:10:13 GMT</pubDate>
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	</item>
	<item>
		<title>[Jeff Houck] Anyone using RTR? [2216 days 3 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;I've retired and now find myself with all that &amp;quot;spare time&amp;quot; I never seemed to
find before. I've returned to some long-shelved POV-Ray projects, including a
render farm using Raspberry Pi's and some animation stuff. (Some of these
projects go back 20+ years ... I've been busy.:) )

RTR, Real Time Raytracing, has been in v3.7 but is anyone using it? The devs
intended to keep it in POV-Ray if it proves popular. So, I'm wondering how
popular is it with folks?

From the user document: &amp;quot;Note: Currently, it is not possible to save the
rendered RTR output to disk. We will provide this as an option if we keep RTR in
POV-Ray.&amp;quot;

While both clocked and clockless animation features are possible, it seems to me
that using RTR gives one another tool in the toolbox.

Comments? Cheers.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 27 Mar 2020 20:15:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: How do you do your Animations? [2222 days 4 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;Am 3/20/20 7:52 PM, also sprach Leroy:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It now at&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/B9fG-p0S4CU&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Very cool!  I love the fence. :)

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 21 Mar 2020 19:26:54 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: How do you do your Animations? [2222 days 10 hours and 45 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/20/20 7:50 PM, Leroy wrote:
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It at you tube:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/B9fG-p0S4CU&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Cool. Most complex actual animation I've done was a short fly through of 
a simple scene. Someday maybe...

Are the images of the dirt road and trees from somewhere there in Missouri?

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 21 Mar 2020 13:01:04 GMT</pubDate>
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	<item>
		<title>[jr] Re: How do you do your Animations? [2222 days 22 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; ... I have already done&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; basic walk trough with boxes for placeholders. It took 45 minutes to render,&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; seconds to parse each frame.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; looking forward to the final version.  (hoping it'll be larger frames than the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; 256x256 &amp;quot;teaser&amp;quot;.  :-))&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; regards, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It at you tube:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/B9fG-p0S4CU&lt;/span&gt;

thanks.  man, you really &amp;quot;went to town&amp;quot;, so many nice features.  will update my
'youtube-dl' later this weekend and grab a copy.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 21 Mar 2020 01:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: How do you do your Animations? [2222 days 23 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;It now at
https://youtu.be/B9fG-p0S4CU
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 20 Mar 2020 23:55:02 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: How do you do your Animations? [2222 days 23 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ... I have already done&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; basic walk trough with boxes for placeholders. It took 45 minutes to render,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; seconds to parse each frame.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; looking forward to the final version.  (hoping it'll be larger frames than the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 256x256 &amp;quot;teaser&amp;quot;.  :-))&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

It at you tube:
https://youtu.be/B9fG-p0S4CU
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 20 Mar 2020 23:55:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: How do you do your Animations? [2223 days and 31 minutes ago]</title>
		<description>
&lt;pre&gt;I'm done!
 I plan to put it on You Tube after I leave here!
It's a full 3 minutes long and only took 48 plus hours to render.

 The {camera &amp;amp; look_at} array, along with a {is viewed} array work out very
well. To make the camera array I had file that contained the key locations and
how to move between them that pov could read and make all the in between
locations. Also pov using debug list all the key points and their times. This
came in handy when I went to make music for my animation.
 I had 16 object that could be viewed at any one time. So I made the {is viewed}
array by using the bounding boxes corners and center with the {camera &amp;amp; look_at}
array to calculate if a object was in view. That worked well no object would go
unnoticed. But the shadows would be. So with a little work I calculated every
shadow corner of a bounding box. I had 3 lights so there was 12 more points for
each object. All of this boiled down to an yes or no element in the {is viewed}
array.
 Most of the objects where animated. Since I never really knew when one would be
in view, they where timed based on the frame_number. So I never had to worry
about timing. He..He..
 Hope you enjoy it!
Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 20 Mar 2020 23:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: ttbo WiP [2244 days 16 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Op 28/02/2020 om 03:16 schreef Dick Balaska:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttbo-480p.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here is my work in progress for the last scene in my movie.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm actually getting a little freaked out that the end of this 20 year &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; project is near.&amp;#194;&amp;#160; What will I do with all this software I've written?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The whole scene is blocked out. I just have to fill it in now.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am pretty much done up until the Sharkbottle shoots the tugboat.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (Although the tugboat moves weird during the chase)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had the Soapbergs (icebergs of soap) transparent. They looked cool at &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 1080p, but they also looked lifeless and bump a frame's render time from &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; minutes to hours.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Sad to see the end of the project indeed but I can imagine you will come 
up with all kinds of offshoots from this project.

Excellent work indeed. Amazing how you have kept on for twenty years.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 28 Feb 2020 07:31:32 GMT</pubDate>
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	<item>
		<title>[Dick Balaska] ttbo WiP [2244 days 21 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;http://www.buckosoft.com/tteoac/video/testRenders/ttbo-480p.mp4

Here is my work in progress for the last scene in my movie.
I'm actually getting a little freaked out that the end of this 20 year 
project is near.  What will I do with all this software I've written?

The whole scene is blocked out. I just have to fill it in now.
I am pretty much done up until the Sharkbottle shoots the tugboat.
(Although the tugboat moves weird during the chase)

I had the Soapbergs (icebergs of soap) transparent. They looked cool at 
1080p, but they also looked lifeless and bump a frame's render time from 
minutes to hours.

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 28 Feb 2020 02:16:37 GMT</pubDate>
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		<title>[Steve Anger] Re: Scripts for Controlling a Render Farm [2271 days 3 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It is the official source.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  From memory, so I'm likely wrong:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In VS2015 load povray.sln.  Enable subproject Console, disable&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; subproject Gui.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Build it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It will complain that you need to #define _CONSOLE somewhere, and tell&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you where. (Hint: in my copy it's at&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; windows/povconfig/syspovconfig.h:54:// _CONSOLE must be defined when&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; building the console version of POVWIN.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; windows/povconfig/syspovconfig.h:56:// #define _CONSOLE&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; )&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So do that and rebuild.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; et voil&amp;#195;&amp;#160;!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dik&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)&lt;/span&gt;

Sounds great. Thanks!
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 1 Feb 2020 19:55:06 GMT</pubDate>
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	<item>
		<title>[Dick Balaska] Re: Scripts for Controlling a Render Farm [2272 days 7 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;Am 1/31/20 9:31 AM, also sprach Steve Anger:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I have povconsole.exe which does what you want.  A gui-less version that&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I drive from my renderfarm.  It's a little old since I switched my farm&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; to all linux and haven't needed to update it.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; http://www.buckosoft.com/povclipse2/povray/&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; dik&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Was there an official source release for that or was it a version you customized&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; yourself? I need to use povray-3.8.0 since it corrects a rendering bug that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; existed in the older versions. If you have the source I could update it with the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; latest code.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

It is the official source.

 From memory, so I'm likely wrong:
In VS2015 load povray.sln.  Enable subproject Console, disable 
subproject Gui.
Build it.
It will complain that you need to #define _CONSOLE somewhere, and tell 
you where. (Hint: in my copy it's at
windows/povconfig/syspovconfig.h:54:// _CONSOLE must be defined when 
building the console version of POVWIN.
windows/povconfig/syspovconfig.h:56:// #define _CONSOLE
)
So do that and rebuild.

et voil&amp;#195;&amp;#160;!

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 Jan 2020 15:54:36 GMT</pubDate>
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	</item>
	<item>
		<title>[Steve Anger] Re: Scripts for Controlling a Render Farm [2272 days 9 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have povconsole.exe which does what you want.  A gui-less version that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I drive from my renderfarm.  It's a little old since I switched my farm&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to all linux and haven't needed to update it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/povclipse2/povray/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dik&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)&lt;/span&gt;

Was there an official source release for that or was it a version you customized
yourself? I need to use povray-3.8.0 since it corrects a rendering bug that
existed in the older versions. If you have the source I could update it with the
latest code.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 31 Jan 2020 14:35:00 GMT</pubDate>
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	<item>
		<title>[Dick Balaska] Re: Scripts for Controlling a Render Farm [2273 days and 24 minutes ago]</title>
		<description>
&lt;pre&gt;Am 1/30/20 12:53 PM, also sprach Steve Anger:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; &amp;quot;Steve Anger&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; I've hit my first glitch in this process. Years ago I did something similar by&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; having a script call povray.exe for each frame to render. povray.exe would not&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; exit until the render of the frame was complete. After povray.exe returned the&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; script could pick the next frame to render and continue. The current&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; pvengine32/64.exe program runs asynchronously and returns immediately so the&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; script can't tell when the render is finished. Also, once pvengine is open you&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; can't call it again with another .ini file to start another frame.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Any ideas?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; on a *nix-like box, your script could, for instance, use 'ps' to see whether&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; POV-Ray is still running.  maybe the Windows Ubuntu sub-system thing provides&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; such tools?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; regards, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Unfortunately the pvengine never terminates unless the user manually close it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I have povconsole.exe which does what you want.  A gui-less version that 
I drive from my renderfarm.  It's a little old since I switched my farm 
to all linux and haven't needed to update it.
http://www.buckosoft.com/povclipse2/povray/

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 30 Jan 2020 23:21:40 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Scripts for Controlling a Render Farm [2273 days 4 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Steve Anger&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Unfortunately the pvengine never terminates unless the user manually close it.&lt;/span&gt;

Can you use something like:

Post_Scene_Command=taskkill /f pvengine32/64.exe

in your .ini?

http://wiki.povray.org/content/Reference:Shell_Command_Options#Shell_Command_Sequencing

https://techieinspire.com/how-to-start-and-end-or-kill-process-using-dos-command-prompt/
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 30 Jan 2020 19:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Scripts for Controlling a Render Farm [2273 days 5 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Steve Anger&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Steve Anger&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; Any ideas?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; on a *nix-like box, your script could, for instance, use 'ps' to see whether&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; POV-Ray is still running.  maybe the Windows Ubuntu sub-system thing provides&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; such tools?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; regards, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Unfortunately the pvengine never terminates unless the user manually close it.&lt;/span&gt;

not even when your ini file contains 'pause_when_done = off' ?


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 30 Jan 2020 18:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Steve Anger] Re: Scripts for Controlling a Render Farm [2273 days 5 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Steve Anger&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I've hit my first glitch in this process. Years ago I did something similar by&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; having a script call povray.exe for each frame to render. povray.exe would not&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; exit until the render of the frame was complete. After povray.exe returned the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; script could pick the next frame to render and continue. The current&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; pvengine32/64.exe program runs asynchronously and returns immediately so the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; script can't tell when the render is finished. Also, once pvengine is open you&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; can't call it again with another .ini file to start another frame.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Any ideas?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; on a *nix-like box, your script could, for instance, use 'ps' to see whether&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-Ray is still running.  maybe the Windows Ubuntu sub-system thing provides&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; such tools?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;

Unfortunately the pvengine never terminates unless the user manually close it.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 30 Jan 2020 17:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Scripts for Controlling a Render Farm [2273 days 6 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Steve Anger&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've hit my first glitch in this process. Years ago I did something similar by&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; having a script call povray.exe for each frame to render. povray.exe would not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; exit until the render of the frame was complete. After povray.exe returned the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; script could pick the next frame to render and continue. The current&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pvengine32/64.exe program runs asynchronously and returns immediately so the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; script can't tell when the render is finished. Also, once pvengine is open you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; can't call it again with another .ini file to start another frame.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Any ideas?&lt;/span&gt;

on a *nix-like box, your script could, for instance, use 'ps' to see whether
POV-Ray is still running.  maybe the Windows Ubuntu sub-system thing provides
such tools?


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 30 Jan 2020 17:35:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Steve Anger] Re: Scripts for Controlling a Render Farm [2273 days 7 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;I've hit my first glitch in this process. Years ago I did something similar by
having a script call povray.exe for each frame to render. povray.exe would not
exit until the render of the frame was complete. After povray.exe returned the
script could pick the next frame to render and continue. The current
pvengine32/64.exe program runs asynchronously and returns immediately so the
script can't tell when the render is finished. Also, once pvengine is open you
can't call it again with another .ini file to start another frame.

Any ideas?
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 30 Jan 2020 16:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Steve Anger] Scripts for Controlling a Render Farm [2273 days 8 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;I'm just getting ready to write up some scripts to automatically distribute an
animation job between a number of Windows computers (probably Azure VM's).
Before I get too far I thought I'd check if someone else has set something like
this up already.

Up to now I've been manually creating a separate .INI file for each machine and
assigning it a portion of the job based on the machine's speed. This gets a bit
tedious after a while and makes it difficult to add and remove computers on the
fly.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 30 Jan 2020 14:50:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: How do you do your Animations? [2273 days 13 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ... I have already done&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; basic walk trough with boxes for placeholders. It took 45 minutes to render,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; seconds to parse each frame.&lt;/span&gt;

looking forward to the final version.  (hoping it'll be larger frames than the
256x256 &amp;quot;teaser&amp;quot;.  :-))


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 30 Jan 2020 10:00:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: How do you do your Animations? [2275 days 23 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  I do animations by frame count and most of what I've seen here work with the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clock. Its not that I don't use the clock, Its that I hate fractions. Frames&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 1450,1451 means more to me than .503647100, 0.503994443.&lt;/span&gt;

That sounds good on the surface, but sometimes I do a quick, sparsely populated
animation, just to look it all over and debug anything that's off or left out.
When I want to make it smoother, I just increase the number of frames, and
nothing in my scene file needs to change.

You could always have the clock run from 0 to 2880 in the ini,
or multiply the clock value by 2880 in the scene.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  The story board is a good idea, but I can ever get one done. I do use an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; outline that changes as I go along.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  My idea about an array of camera locations came about because I wanted to have&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the fastest parse and render times I could get.&lt;/span&gt;

I don't quite understand ... but I'm really looking forward to seeing the
results of your coding and animation method!
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 28 Jan 2020 00:35:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: How do you do your Animations? [2276 days and 31 minutes ago]</title>
		<description>
&lt;pre&gt;Thanks for all your ideas!
 It is interesting to see how other people tackle a problem.
Sorry I've haven't posted earlier. I've been animating and time slipped away.

 I do animations by frame count and most of what I've seen here work with the
clock. Its not that I don't use the clock, Its that I hate fractions. Frames
1450,1451 means more to me than .503647100, 0.503994443.

 The story board is a good idea, but I can ever get one done. I do use an
outline that changes as I go along.

 My idea about an array of camera locations came about because I wanted to have
the fastest parse and render times I could get. The array for my 2880 frame
animation is about the same size as one of my mesh2 belts. I have already done
basic walk trough with boxes for placeholders. It took 45 minutes to render,
seconds to parse each frame.
 I fill the array piecemeal,in sections. You know :go to this location look at
that thing then another location ,look another thing and so on. One thing about
the having an filled array, is that you can go back change any time sections
using values already stored.

Thanks again for all your ideas!

Have Fun
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 27 Jan 2020 23:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: How do you do your Animations? [2288 days 2 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just wondering how other people here do their animations. ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  Any thoughts will handy.&lt;/span&gt;

in addition to what has been said already, I'd begin with paper + pen and create
a storyboard.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Jan 2020 21:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: How do you do your Animations? [2289 days 18 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;Am 1/13/20 5:47 PM, also sprach Leroy:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just wondering how other people here do their animations. I've done a few,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; some very long 3 minutes or more. I started a new one, a simple walk through,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; around a building with lots of belts and pulleys.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   On most of my other animations I use one pov file per scene. Each scene had all&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the things needed for that bit of animation. Now that I'm doing a walk through I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; plan on using one file that has every thing needed and drop things not in view.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll have one file that has all the camera locations in an array that will give&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the values for each frame. Then when the values are used drop the array using&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the #undef function.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   Any thoughts will handy.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have Fun!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I'm not following you.  It sounds like you're not using clock the way I 
would.  If it works for you, by all means continue, but I don't 
understand the need to define an array of all possible camera locations 
and then undef'ing them.

#declare sceneLength = 120*seconds;	// (seconds = 1)
#declare myclock = clock*sceneLength;	// inc from 0 to 120 each frame

#declare scene1Start=0;
#declare scene1End=60;
#declare scene2Start=60;
#declare scene2End=120;

// 2 helper macros I use.
///////////////////////////////////////////////////////////////////////////////////////////////////
// Animate this segment of the clock from 0 to 1
#macro AniSegment(_start, _end)
	((myclock-_start)/(_end-_start))
#end

///////////////////////////////////////////////////////////////////////////////////////////////////
// Move a Vector from, to, increment
#macro MoveV(_from, _to, __i)
	&amp;lt;_from.x+((_to.x-_from.x)*__i),
	 _from.y+((_to.y-_from.y)*__i),
	 _from.z+((_to.z-_from.z)*__i)&amp;gt;
#end

///////////////////////////////////////////////////////////////////////////////////////////////////
// Move a float: from, to, increment
#macro MoveF(_from, _to, __i)
	(_from+((_to-_from)*__i))
#end

#switch (myclock)
   // Handle the first scene's camera
   #range(scene1Start, scene1End)
     #local I=AniSegment(scene1Start, scene1End);
     #local CameraStart=&amp;lt;0,0,0&amp;gt;;
     #local LookatStart=&amp;lt;0, 0, 100&amp;gt;;
     #local CameraEnd=&amp;lt;0,0,100&amp;gt;;
     #local LookatEnd=&amp;lt;100,0,100&amp;gt;;
     #declare Camera=MoveV(CameraStart, CameraEnd, I);
     #declare Lookat=MoveV(LookatStart, LookatEnd, I);
     #break
   // Handle the second scene's camera
   // Note the camera start is the same as the end of the previous scene
   // This is to make a seamless move, you can jump cut too.
   #range(scene2Start, scene2End)
     #local I=AniSegment(scene2Start, scene2End);
     #local CameraStart=&amp;lt;0,0,100&amp;gt;;
     #local LookatStart=&amp;lt;100, 0, 100&amp;gt;;
     #local CameraEnd=&amp;lt;0,100,100&amp;gt;;
     #local LookatEnd=&amp;lt;100,100,100&amp;gt;;
     #declare Camera=MoveV(CameraStart, CameraEnd, I);
     #declare Lookat=MoveV(LookatStart, LookatEnd, I);
     #break
#end

/////////////////////////////////////////////////////////////////////////////////////

Anyway, that's how I would do it.  It looks like more boilerplate to 
setup, but it gives you flexibility.  If you decide to make scene 1 
longer, you only have to change 2 numbers.
Plus, I've abstracted out frame_number.  You can run this at 20 FPS by 
declaring Final_Frame=240 in your ini file, or 30 FPS by
declaring Final_Frame=360.

Here, this is one of my actual director files for my space landing scene.
http://git.buckosoft.com/gitweb/pov.cgi?p=tteoac.git;a=blob;f=ttdo/direct.inc

First, I declare any important positioning vectors.
Second, I declare the timings for the scene.
Third, run the big #declare Camera #switch (line 345)
Forth, run the big #declare Lookat #switch (line 515)
I found that Lookat isn't 100% the same thing as Camera. i.e.
&amp;quot;Look at SpaceLoco, wait a beat, start to walk towards SpaceLoco&amp;quot;.
Last, more #switch loops for various timings.  I often have things that 
are point A, then move point A to B, then point B.
So,
#declare Thing1Start=0.75*seconds;
#declare Thing1End=1.0*seconds;

#switch (myclock)
   #range(0, Thing1Start)
     #declare ThingPos=0;
     #break
   #range(Thing1Start, Thing1End)
     #local I=AniSegment(Thing1Start, Thing1End);
     #declare ThingPos=I;  // between 0.75-1.0 seconds, move from 0-1
     #break;
   #range(Thing1End, sceneLength)
     #declare ThingPos=1;
     #break

Oh, my first rule of animation is everything runs from 0-1.
As much as possible every move is from 0-1.
Because once you get that number, you can manipulate it.

Move a vector smoothly from left to right:
#declare V=MoveV(&amp;lt;-100,0,0&amp;gt;, &amp;lt;100,0,0&amp;gt;, ThingPos);

Bring the lights up smoothly from 20% to 80%
#declare LightBright=MoveF(0.0, 0.6, ThingPos)+0.2;


I hope that all makes a little bit of sense. :)

Am 1/13/20 7:09 PM, also sprach Bald Eagle:
 &amp;gt; Dick Balaska obviously has his own mini cinematic production company 
churning
 &amp;gt; away in his living room and across the internet - so that may be on 
another
 &amp;gt; level entirely.  ;)

:D :D :D

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 14 Jan 2020 05:24:37 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: How do you do your Animations? [2289 days 23 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Leroy&amp;quot; &amp;lt;whe###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just wondering how other people here do their animations. I've done a few,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; some very long 3 minutes or more. I started a new one, a simple walk through,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; around a building with lots of belts and pulleys.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  On most of my other animations I use one pov file per scene. Each scene had all&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the things needed for that bit of animation. Now that I'm doing a walk through I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; plan on using one file that has every thing needed and drop things not in view.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll have one file that has all the camera locations in an array that will give&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the values for each frame. Then when the values are used drop the array using&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the #undef function.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  Any thoughts will handy.&lt;/span&gt;

Most of my animations are just straightforward 1-clock-cycle variable scenes.

I did one of a set of tori just for fun, and with that one, I divided the clock
cycle up by using a #switch-range-break block.  Each section of that was 1/10th
of a clock cycle and I just used the current clock value in an equation to make
each section's Clock [meta]variable return 0-1.

I did a walkthrough of a section of a large complex I was working on, and I just
left all of the unseen parts defined.   It didn't seem to matter much, and I
have a lot more memory in my current machine than I did then.
IIRC, I just used a linear spline to direct the camera position.
What you _could_ do is use your clock value and #switch to control a list of
#include files to filter out not-in-view objects.
If you'd like, I also worked out the whole camera view frustum calculations, and
you could somehow check to see if a portion of an object's bounding box was
intersecting the view frustum and then either #declare it as a visible object in
the scene or not.

I'd see about contacting the guy who did the engine animation, or the puzzle
boxes, or any of the other more complicated, step-wise movies with many parts.
https://www.youtube.com/watch?v=RE04CTpCIdQ
https://www.youtube.com/watch?v=-oiwvJ3_QR4


Dick Balaska obviously has his own mini cinematic production company churning
away in his living room and across the internet - so that may be on another
level entirely.  ;)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 14 Jan 2020 00:10:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] How do you do your Animations? [2290 days and 56 minutes ago]</title>
		<description>
&lt;pre&gt;I just wondering how other people here do their animations. I've done a few,
some very long 3 minutes or more. I started a new one, a simple walk through,
around a building with lots of belts and pulleys.
 On most of my other animations I use one pov file per scene. Each scene had all
the things needed for that bit of animation. Now that I'm doing a walk through I
plan on using one file that has every thing needed and drop things not in view.
I'll have one file that has all the camera locations in an array that will give
the values for each frame. Then when the values are used drop the array using
the #undef function.
 Any thoughts will handy.

Have Fun!
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Jan 2020 22:50:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Through the Eyes of a Child - Christmas 2019... [2322 days 4 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)&lt;/span&gt;

got to add to the well-earned plaudits, +1.

(very US of A.  you enter an empty house and find the TV is on.  :-))


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 Dec 2019 19:00:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Ton] Re: Through the Eyes of a Child - Christmas 2019... [2322 days 12 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;Amazing Dick, well done.

A real Magical Mystery Tour with the yellow submarine, and a locomotive rocket,
or rocket locomotive.
Music is good too, good band apparently....

Cheers.
Ton.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 Dec 2019 10:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Through the Eyes of a Child - Christmas 2019... [2322 days 15 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;Op 12/12/2019 om 07:57 schreef Dick Balaska:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This release of my movie marks a major milestone for me.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 1) There are real frames for the entire movie. Sure, the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  &amp;#194;&amp;#160;&amp;#194;&amp;#160; last 2 minutes are dummy frames, but they're there.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  &amp;#194;&amp;#160;&amp;#194;&amp;#160; (I'm working on this scene.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 2) Introducing 1080p edition.&amp;#194;&amp;#160; So my low grade video card&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  &amp;#194;&amp;#160;&amp;#194;&amp;#160; couldn't handle this.&amp;#194;&amp;#160; Who knew!?&amp;#194;&amp;#160;
It looks verry nice.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have finished my space sequence.&amp;#194;&amp;#160; If you've seen it,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you can/should start at the 10:00 mark to see the whole&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; space flight sequence.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I cranked up the compression to make much smaller videos&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (my first 1080p was 1.2GB, got it down to 461MB).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My renderfarm has gone idle after 10 solid weeks.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A cool CPU is a happy CPU.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I love it! I watched the whole movie again... waiting for the last 
minutes now.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 Dec 2019 07:49:53 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Through the Eyes of a Child - Christmas 2019 rel... [2322 days 16 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;http://www.buckosoft.com/tteoac/

This release of my movie marks a major milestone for me.
1) There are real frames for the entire movie. Sure, the
    last 2 minutes are dummy frames, but they're there.
    (I'm working on this scene.)
2) Introducing 1080p edition.  So my low grade video card
    couldn't handle this.  Who knew!?  It looks verry nice.

I have finished my space sequence.  If you've seen it,
you can/should start at the 10:00 mark to see the whole
space flight sequence.

I cranked up the compression to make much smaller videos
(my first 1080p was 1.2GB, got it down to 461MB).

My renderfarm has gone idle after 10 solid weeks.
A cool CPU is a happy CPU.

-- 
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 Dec 2019 06:57:16 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Barrel rifling animation [2334 days 3 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Dick Balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I don't think that is the link you meant to share. :)&lt;/span&gt;
I did, just not in this post.  :P  :D

Try this:

https://www.youtube.com/watch?v=L_yemjfgkE0
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Nov 2019 20:05:05 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Re: Barrel rifling animation [2334 days 3 hours and 58 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/30/19 1:56 PM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rifling machine.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm loving the part highlighting and the sequential camera movement.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Sine bar.  Genius.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=Ic8C-Uclbs4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Static frame with a thrash metal soundtrack.
&amp;quot;Pig is a pig is a pig is a pig&amp;quot;

I don't think that is the link you meant to share. :)

-- 
dik
Rendered 31,280,256,000 of 49,882,521,600 pixels (62%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Nov 2019 19:47:46 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Barrel rifling animation [2334 days 4 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;Rifling machine.

I'm loving the part highlighting and the sequential camera movement.

Sine bar.  Genius.

https://www.youtube.com/watch?v=Ic8C-Uclbs4
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Nov 2019 19:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Game of Life - Now in 3D [2334 days 11 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

kurtz le pirate &amp;lt;kur###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; After my first trials in 2D, the first 3D version.&lt;/span&gt;

looks great, love the presentation.

(wish the colour was a gradient, depending on #neighbours  ;-))


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Nov 2019 12:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Game of Life - Now in 3D [2334 days 12 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;Hello,

After my first trials in 2D, the first 3D version.

2D : &amp;lt;http://louisbel.free.fr/scenes/scene025.shtml&amp;gt;
3D : &amp;lt;http://louisbel.free.fr/scenes/scene026.shtml&amp;gt;

or my full site &amp;lt;http://louisbel.free.fr/&amp;gt;



-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Nov 2019 11:15:18 GMT</pubDate>
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	</item>
	<item>
		<title>[pascal] Re: Game of Life. [2354 days 7 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;Le 08/11/2019 &amp;#195;&amp;#160; 11:24, kurtz le pirate a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A small example of animation of the &amp;quot;game of life&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Explanations, details and source here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;http://louisbel.free.fr/scenes/scene025.shtml&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just for fun :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Travail remarquable !
Tr&amp;#195;&amp;#168;s clair.
Bravo.
Pascal
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 10 Nov 2019 16:14:45 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Re: Game of Life. [2354 days 8 hours and 12 minutes ago]</title>
		<description>
&lt;pre&gt;On 08/11/2019 11:24, kurtz le pirate wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A small example of animation of the &amp;quot;game of life&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Explanations, details and source here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;http://louisbel.free.fr/scenes/scene025.shtml&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just for fun :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

adding other examples.



-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 10 Nov 2019 15:34:23 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] ttso [2355 days 17 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;Through the Space Of...
http://www.buckosoft.com/tteoac/video/testRenders/ttso-480p.mp4
http://www.buckosoft.com/tteoac/video/testRenders/ttso-720p.mp4

(no 1080p yet.  I'm still trudging through 6 hour frames after the 
mushroom cloud explodes in the kitchen.)


I've already started on ttdo (Through The lanDing Of...)
but I think I'm going to circle back to this and do &amp;quot;more&amp;quot;.  Not one of 
my better looking scenes, I think.

And the last scene of the movie will be ttbo, Through the Bath Of...
I anticipate some heavy render times on those bubbles... :)

I really wanted to end on ttzo, Through the Zzz Of, but I feel like the 
cut between ttbo and ttzo is going to be a moving target, and retiming a 
scene is a major hassle.

ttdo is 52 seconds and ttbo will be 127 seconds.
I can't believe I'm actually seeing light at the end of the tunnel.

-- 
dik
Rendered 22,919,500,800 of 40,928,716,800 pixels (55%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 9 Nov 2019 06:36:49 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Game of Life. [2356 days and 41 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

kurtz le pirate &amp;lt;kur###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A small example of animation of the &amp;quot;game of life&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Explanations, details and source here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;http://louisbel.free.fr/scenes/scene025.shtml&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just for fun :)&lt;/span&gt;

lovely.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 8 Nov 2019 23:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Game of Life. [2356 days 13 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;Hello,

A small example of animation of the &amp;quot;game of life&amp;quot;.
Explanations, details and source here:
&amp;lt;http://louisbel.free.fr/scenes/scene025.shtml&amp;gt;

Just for fun :)

-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 8 Nov 2019 10:24:02 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] ttso WiP [2375 days 11 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;I've been working on Through the Space of...
a 2:12 scene.  New work is from 0:45 to 1:30

http://www.buckosoft.com/tteoac/video/testRenders/ttso-480p.mp4

I did ttFireworks in C++ instead of my usual Java because I wanted to 
build up a library of routines for the next bit, which will involve some 
heavy number crunching.  I can't wait to see how *that* turns out.

(My sig now contains the total number of pixels in the 1080p version, 
and how much has been rendered in the last 3 weeks. (of which I think 6 
more weeks of work is woefully optimistic :( .))

-- 
dik
Rendered 15941836800 of 40928716800 pixels (38%)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 20 Oct 2019 12:42:10 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Drawing lines... [2383 days 5 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

kurtz le pirate &amp;lt;kur###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have a really stupid question.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I want to draw a line (a cylinder in fact), between two points in a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;gradual way&amp;quot;. Let us take two points A and B separated by a distance&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; DIST and trying to do :&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; delta = 0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; while (delta &amp;lt; DIST)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    draw cylinder from A to A+delta&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    increment delta&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And the 'last' cylinder is draw from A to B.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm lost between 'vnormalize', 'vtransform' and 'reorient' :(&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Probably very easy, but I'm ditching.&lt;/span&gt;

couldn't do it myself (haven't the math) but think that the distribution file
&amp;quot;scenes/animations/vect1/vect1.pov&amp;quot; contains the info you're after.

regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Oct 2019 18:25:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Drawing lines... [2383 days 7 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;kurtz le pirate &amp;lt;kur###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have a really stupid question.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I want to draw a line (a cylinder in fact), between two points in a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;gradual way&amp;quot;. Let us take two points A and B separated by a distance&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; DIST and trying to do :&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; delta = 0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; while (delta &amp;lt; DIST)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    draw cylinder from A to A+delta&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    increment delta&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And the 'last' cylinder is draw from A to B.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm lost between 'vnormalize', 'vtransform' and 'reorient' :(&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Probably very easy, but I'm ditching.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Kurtz le pirate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Compagnie de la Banquise&lt;/span&gt;

You want something along the lines of:

1. calculate the distance D between the points.
2. normalize the vector P (P2 - P1)
3. #for (M, 0, D, StepSize)
cylinder {0, P*M, LineWidth translate P1}
#end
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Oct 2019 16:05:01 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Drawing lines... [2383 days 8 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;Hello,

I have a really stupid question.

I want to draw a line (a cylinder in fact), between two points in a 
&amp;quot;gradual way&amp;quot;. Let us take two points A and B separated by a distance 
DIST and trying to do :

delta = 0
while (delta &amp;lt; DIST)
   draw cylinder from A to A+delta
   increment delta	
end

And the 'last' cylinder is draw from A to B.


I'm lost between 'vnormalize', 'vtransform' and 'reorient' :(
Probably very easy, but I'm ditching.


-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Oct 2019 15:15:09 GMT</pubDate>
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	</item>
	<item>
		<title>[Dick Balaska] Tales from a RenderFarm [2390 days 19 hours and 27 minutes ago]</title>
		<description>
&lt;pre&gt;No new video, just words.

It's been 13 months since I worked on my video.  I got involved playing 
Minecraft. :)  Six months into that, I decided I really needed to 
upgrade my very serviceable video card from a GeForce GT 625 to a GTX 1650.

I was growing weary of Ubuntu, no, weary of Gnome - &amp;quot;You will take the 
GUI we give you, and you will like it&amp;quot;.  Last week they decided I wanted 
white.  White windows, white borders, white border edges. You can't tell 
where one window ends and another begins. Good luck grabbing the 
resizing edge.  And I was tired of no system menu, what games do I have 
installed?  `ls /usr/games` is tedious.

So I did a backup and reformatted my disk as Mint 19.2.

While hand-copying everything back, I noticed tteoac-1080p.mp4, decided 
to give it a play.

Holy crap! It looks brilliant!  I never suspected that the video card 
was the issue because I could play Blu-ray discs just fine.

So now I'm setting the whole farm back up so I can build a full 1080p 
video. (I stopped building it after 2 minutes of video because it looked 
like crap).

And, I'm working on my space scene again while that runs. :)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 5 Oct 2019 04:19:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Help with SDL for Bouncing Ball [2425 days 3 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;

&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; But ... Beefeater?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I know.  scandalous.  one would think Hendrick's much more appropriate.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :-)&lt;/span&gt;

Hey man/men, I do what I can with what I have.

Be thankful it's not dispensed from a plastic bottle, or a bathtub.   :P

If I bought and adequate supply, Hendrick's would bankrupt me.
Beefeater is currently an acceptable compromise.

I would LOVE to be able to drink Lagavulin all the time too, but at 40-70
FRN/bottle that's usually left to celebratory occasions.   McClelland's has an
Islay style that's a pretty good close second for the price.

As for the tenderloin, rolling in cornstarch and searing, followed by closely
monitored pan-cooking with a covering of bourbon-soaked dried apricots has
seemed to work marvelously so far.   :)

Now get to work on that texture {Meat}!   :D
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 31 Aug 2019 20:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[jr] Re: Help with SDL for Bouncing Ball [2425 days 6 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;hi,

dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 8/31/19 11:47 AM, jr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But ... Beefeater?&lt;/span&gt;

I know.  scandalous.  one would think Hendrick's much more appropriate.

:-)


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 31 Aug 2019 17:45:02 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Help with SDL for Bouncing Ball [2425 days 7 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;On 8/31/19 11:47 AM, jr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; some life-affirming stuff.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; regards, jr.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (re tenderloin.  wrap in (sheet of) fat cut from porkbelly.  ;-))&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

But ... Beefeater?

-- 
dik
Rendered 1024 of 921600 pixels (0%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 31 Aug 2019 16:40:19 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3C5d6aa2f3%241%40news.povray.org%3E/#%3C5d6aa2f3%241%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[jr] Re: Help with SDL for Bouncing Ball [2425 days 7 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:

some life-affirming stuff.


regards, jr.

(re tenderloin.  wrap in (sheet of) fat cut from porkbelly.  ;-))
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 31 Aug 2019 15:50:01 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.5d6a968dccfba4d93936914a0%40news.povray.org%3E/#%3Cweb.5d6a968dccfba4d93936914a0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Bald Eagle] Re: Help with SDL for Bouncing Ball [2425 days 10 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Does your incomplete work hamper your academic performance?&lt;/span&gt;

No, but it does leave some gaps and annoying artefacts in my scenes.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  Do you find yourself in the struggling for good marks in your assignment?&lt;/span&gt;

Well, yes, but that's usually because the globalist agent in charge of that
specific course of indoctrination is trying to shove a lot of arbitrary and
inconsequential drivel at me without understanding the material itself or its
context in the broader scheme.  I typically don't suffer fools gladly.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Don&amp;#146;t be depressed!&lt;/span&gt;

Good advice.   I'm pouring a stiff double Beefeater and tonic right now.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You just need to find the right solution to fix your problem.&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That's the spirit!   This is the same advice we offer here, and in every other open
forum on the internet.   After mu&lt;/span&gt;
ch lurking, it seems you're starting to really get the feel of the place.  :)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Complete your homework by using an effective Assignment Help and score high grades.&lt;/span&gt;

So true.   Read my past threads, and you'll see that I've done exactly that.
TdG, s day, Bill P, clipka, jr, TOK, B Gimeno, Jerome, and dozens of others have
all pitched in and helped me forge ahead in my many and varied tasks.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It is common among scholars to score less marks in their tasks.&lt;/span&gt;

Having taught several college level chemistry courses, I can assure you that
such a state is usually the result of laziness, incompetence, and a sense of
entitlement.  Or you're just at loggerheads with the unthinking twit &amp;quot;teaching&amp;quot;
the course, or their professorial overlord.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; After putting much effort and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dedication if you could not score high grades, then you find yourself in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tension.&lt;/span&gt;

Truly, but perseverance and grit will win the day.   For the tension though, I
think some deep muscle work by a Swedish massage team would outclass whatever
you're trying to peddle.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Sometimes, you even could not get the reason for having the lower marks&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in your work.&lt;/span&gt;

Well of course.   Power attracts the corruptible.   They are liars and thieves
by nature.  5 minutes visiting RetractionWatch.com will open your eyes to that.
Lets not even delve into the &amp;quot;peer review&amp;quot; process, funding, admissions
scandals, the rampant problem of &amp;quot;private tutoring&amp;quot;, professors and graduate
students working _very_ closely, indictments for trafficking in KP, political
targeting and consequences, and other forms of corruption.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thus, take time and connect with the online writing service&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; provider to increase your poor marks. Get the expert support to receive quality&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; content for submitting an effective assignment in the given time. By connecting&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with our expert, you will surely receive higher marks. Browse our website and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; get instant help for your concern.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.greatassignmenthelp.com&lt;/span&gt;

Why can't you just read my other threads and help me write some sweet, juicy
functions and macros for my scenes?   I could use some of your team's valuable
input on patterns, tilings, textures, custom landscape heightfields, uv mapping,
Fourier transforms, autocorrelation, and achieving a crisp and delicious
caramelized bark on my pork tenderloin while maintaining a perfect pink and
juicy interior.

With regard to writing advice, I must admit to struggling with tension about
that I before E thing.    You seem my foreign neighbor, Keith, ordered some
stuff online, and received eight counterfeit beige sleighs from a company
representing themselves as feisty caffeinated weightlifters.   Weird.


Good to hear from you, and anxiously awaiting your meticulous and thoughtful
response.

- Haliaeetus Leucocephalus
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 31 Aug 2019 12:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Help with SDL for Bouncing Ball [2425 days 21 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;On 8/30/19 7:58 PM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; and to the spammer: _who_ in their right mind would want &amp;quot;help&amp;quot; with an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; assignment -- anything! -- from a moron who cannot even string together a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; grammatical sentence?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's somehow latched onto [thankfullly] only this one thread - it's some kind of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; bot.&lt;/span&gt;

There's also one thread in p.programming.

I'm not so sure it's a bot.  My money is on Romanian Mafia.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The server logs should show source IP's, etc...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


-- 
dik
Rendered 1024 of 921600 pixels (0%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 31 Aug 2019 02:19:52 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Help with SDL for Bouncing Ball [2425 days 23 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;jr&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and to the spammer: _who_ in their right mind would want &amp;quot;help&amp;quot; with an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; assignment -- anything! -- from a moron who cannot even string together a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; grammatical sentence?&lt;/span&gt;

It's somehow latched onto [thankfullly] only this one thread - it's some kind of
bot.

The server logs should show source IP's, etc...
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 31 Aug 2019 00:00:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.5d69b83eccfba4d94eec112d0%40news.povray.org%3E/#%3Cweb.5d69b83eccfba4d94eec112d0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[William F Pokorny] Re: Does animation have any rendering benefit? [2435 days 14 hours and 13 minutes ago]</title>
		<description>
&lt;pre&gt;On 8/21/19 1:40 AM, Kima wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; With animation command, povray renders a series of images at different times.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Apart from coding sophistication, does animation need fewer resources (CPU time)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to render the images?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For example, imagine we move an object in 100 steps with the clock time. Is the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rendering process different from when we render 100 individual images? Is it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; faster to render the same 100 images with the animation command, as compared&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with rendering 100 pov files?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I mean does povray remember/cache some parts of rendering, which are not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; changing through 100 frames? Or animation is just a simple loop which triggers&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; full rendering at each given time?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Others better know the exacts, but resources are not reduced(1) with 
animation.

For more information, search the newsgroups for a keyword &amp;amp; feature 
added as an experimental feature to uberpov called #persistent. It 
allows parts of the SDL scene to be marked as persistent frame to frame.

Bill P.

(1) - With hard disk file caching, macro caching 'maybe' sometimes 
animation a tiny bit better. The animation mechanism occasionally gets 
used to create input to follow on frames and so due this carries a 
resource benefit.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 21 Aug 2019 09:32:54 GMT</pubDate>
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	<item>
		<title>[Kima] Does animation have any rendering benefit? [2435 days 18 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;With animation command, povray renders a series of images at different times.
Apart from coding sophistication, does animation need fewer resources (CPU time)
to render the images?

For example, imagine we move an object in 100 steps with the clock time. Is the
rendering process different from when we render 100 individual images? Is it
faster to render the same 100 images with the animation command, as compared
with rendering 100 pov files?

I mean does povray remember/cache some parts of rendering, which are not
changing through 100 frames? Or animation is just a simple loop which triggers
full rendering at each given time?
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 21 Aug 2019 05:45:00 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Help with SDL for Bouncing Ball [2483 days 4 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;I think the above needs to get marked as spam / deleted.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 4 Jul 2019 19:15:00 GMT</pubDate>
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	<item>
		<title>[Hj  Malthaner] Re: Martian air/space defense installation [2503 days 1 hour and 23 minutes ago]</title>
		<description>
&lt;pre&gt;On 6/11/19 10:57 PM, Hj. Malthaner wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My first animation of some complexity.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Long after the last war, some of the martian defense installations are &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; still operational and without any crew left, now working in fully &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; automated mode.&amp;quot;&lt;/span&gt;

New version with some sound effects and more flash! 
https://www.youtube.com/watch?v=gNCAz89cDw8

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 14 Jun 2019 22:23:18 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Martian air/space defense installation [2504 days 23 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Is your animation online somewhere? I'm curious :)&lt;/span&gt;

It is now.   I just posted it in p.b.a:

http://news.povray.org/povray.binaries.animations/message/%3Cweb.5d019356fb906fe54eec112d0%40news.povray.org%3E/#%3Cweb
.5d019356fb906fe54eec112d0%40news.povray.org%3E

It could probably use some updating...  :O
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 13 Jun 2019 00:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] Re: Martian air/space defense installation [2505 days and 52 minutes ago]</title>
		<description>
&lt;pre&gt;On 6/12/19 11:43 PM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:&lt;/span&gt;

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I still can't get the math right for predicted fire if the target move&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; across rather than towards the fortress.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm sure it's nothing we haven't solved before.   Post your issue.  We provide&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the counseling, you provide your own medication ;)&lt;/span&gt;

I know the basics ... take the movement vector of the target, estimate 
the distance and the time of the bolts to fly, from that calculate the 
point where the target will be after that time if it continues moving as 
it used to.

Now, to get that into formulas that actually work in the scene file, 
that is the problem and my head is not made for that.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had great success with Audacity. &lt;/span&gt;

Found something called Openshot. That is nice and easy to compose video 
and audio. To actually make or edit the sound effects audacity sure is 
nice. I've used it in the past to edit a few recordings of mine.
  &amp;gt; I was able to do a pretty good animation of
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the Hellraiser box with some sound effects.   My Linux Mint software manager&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; shows that it's available, so maybe give it a go and see what you think.&lt;/span&gt;

Is your animation online somewhere? I'm curious :)

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 12 Jun 2019 22:53:52 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] Re: Martian air/space defense installation [2505 days 1 hour and 18 minutes ago]</title>
		<description>
&lt;pre&gt;On 6/11/19 10:57 PM, Hj. Malthaner wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My first animation of some complexity.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=VWg1xsw5BCc&lt;/span&gt;

Found a free soundtrack to use ( 
https://opengameart.org/content/last-stand-in-space ), so here is the 
new version with some sound:

https://www.youtube.com/watch?v=dJyOwumENDk

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 12 Jun 2019 22:28:18 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Martian air/space defense installation [2505 days 2 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 800-some frames. Most of the models I had made for prior projects&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; already. So the biggest task was to make the cannons aim properly. Once&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had to learn all that math, but meanwhile I had forgotten quite a lot&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; again ...&lt;/span&gt;

Well that's not too bad...
I hear ya on the math - I've been there many many times myself.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I still can't get the math right for predicted fire if the target move&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; across rather than towards the fortress.&lt;/span&gt;

I'm sure it's nothing we haven't solved before.   Post your issue.  We provide
the counseling, you provide your own medication ;)


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I also need to look into video editing and how add a soundtrack to the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation. So next step will be to find an easy to use and still&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; powerful video editor for Linux.&lt;/span&gt;

I had great success with Audacity.  I was able to do a pretty good animation of
the Hellraiser box with some sound effects.   My Linux Mint software manager
shows that it's available, so maybe give it a go and see what you think.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 12 Jun 2019 21:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] Re: Martian air/space defense installation [2505 days 2 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;On 6/12/19 1:42 AM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://www.youtube.com/watch?v=VWg1xsw5BCc&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well that's some pretty impressive work!&lt;/span&gt;

Thanks!

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; There must be a sizable amount of code, and you must have rendered quite a few&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames  :O&lt;/span&gt;

800-some frames. Most of the models I had made for prior projects 
already. So the biggest task was to make the cannons aim properly. Once 
I had to learn all that math, but meanwhile I had forgotten quite a lot 
again ...

I still can't get the math right for predicted fire if the target move 
across rather than towards the fortress.

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; The radiosity code could not really make up its mind where to put the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; light ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yeah - I could see that being tricky.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have you tried using that rad_def.inc file as a starting point?  Maybe get&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; something that's slow but good, and then tweak it.  Because with all the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; radiosity settings, that's gonna be challenging to do from scratch.&lt;/span&gt;

I think at one point I tried, but for my scenes which actually use 
radiosity I tried to figure out good values on my own. I guess I should 
check the include file again. It probably was made with more knowledge 
than I have.

But that will have to wait for the next animation project.

I also need to look into video editing and how add a soundtrack to the 
animation. So next step will be to find an easy to use and still 
powerful video editor for Linux.

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 12 Jun 2019 21:15:07 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Martian air/space defense installation [2506 days and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Hj. Malthaner&amp;quot; &amp;lt;han###&amp;nbsp;[at]&amp;nbsp;nospam&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;gmx&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My first animation of some complexity.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Long after the last war, some of the martian defense installations are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; still operational and without any crew left, now working in fully&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; automated mode.&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=VWg1xsw5BCc&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered with PovRay 3.8.0-alpha&lt;/span&gt;

Well that's some pretty impressive work!
There must be a sizable amount of code, and you must have rendered quite a few
frames  :O

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; No radiosity, because that was flickering badly between the frames. Here&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; an early attempt with radiosity.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=HZM_lhW_FKQ&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The radiosity code could not really make up its mind where to put the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; light ...&lt;/span&gt;

Yeah - I could see that being tricky.
Have you tried using that rad_def.inc file as a starting point?  Maybe get
something that's slow but good, and then tweak it.  Because with all the
radiosity settings, that's gonna be challenging to do from scratch.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 11 Jun 2019 23:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] Martian air/space defense installation [2506 days 2 hours and 49 minutes ago]</title>
		<description>
&lt;pre&gt;My first animation of some complexity.

&amp;quot;Long after the last war, some of the martian defense installations are 
still operational and without any crew left, now working in fully 
automated mode.&amp;quot;

https://www.youtube.com/watch?v=VWg1xsw5BCc

Rendered with PovRay 3.8.0-alpha

No radiosity, because that was flickering badly between the frames. Here 
an early attempt with radiosity.

https://www.youtube.com/watch?v=HZM_lhW_FKQ

The radiosity code could not really make up its mind where to put the 
light ...

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 11 Jun 2019 20:57:04 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] Re: Warmup for a bigger animation project [2538 days 1 hour and 48 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/9/19 10:28 PM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's coming along well - I might add some lights or contrasting textures/colors&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to initially draw a bit more attention to the opening doors before the ships&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; leave - the first time watching it looked like it was just sitting there doing&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; nothing for a while.&lt;/span&gt;

Thanks, and yes, this is a problem.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Alternatively, you could experiment with changing perspectives.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Keep your intro the same.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Shift to a closer view a single door.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Switch back, or zoom out to view the whole ship again.&lt;/span&gt;

I like this idea a lot. I've been thinking about it some time today, how 
and when to move the camera, when to switch back to the full view and 
how to integrate that with the files that I have. It will take a bit 
till I have time for a new version of the animation, but I sure will try 
your suggestion.

Thanks again :)

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 10 May 2019 21:57:54 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Warmup for a bigger animation project [2539 days 3 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;It's coming along well - I might add some lights or contrasting textures/colors
to initially draw a bit more attention to the opening doors before the ships
leave - the first time watching it looked like it was just sitting there doing
nothing for a while.

Sets of lights that come on, change color, lighting inside the bays, or just a
difference between the doors and the main ship.

Alternatively, you could experiment with changing perspectives.
Keep your intro the same.
Shift to a closer view a single door.
Switch back, or zoom out to view the whole ship again.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 9 May 2019 20:30:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] Re: Warmup for a bigger animation project [2539 days 3 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/8/19 2:26 PM, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 5/7/19 7:57 PM, Hj. Malthaner wrote:&lt;/span&gt;

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://www.youtube.com/watch?v=FRIPFtdAmtw&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I like everything except that weird white frame flash.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Thanks. I'm fairly new to making videos, so I'm still trying and 
testing. Let's see if a blend from the ghost ship to the real ship works 
better.

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 9 May 2019 20:04:47 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Warmup for a bigger animation project [2540 days 11 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/7/19 7:57 PM, Hj. Malthaner wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; New version again. Arrival from hyperspace and launch of the daughter&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ships. Improved &amp;quot;hyperspace ghost&amp;quot; ship impression:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=FRIPFtdAmtw&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I like everything except that weird white frame flash.

-- 
dik
Rendered 1024 of 921600 pixels (0%)
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 8 May 2019 12:26:37 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] Re: Warmup for a bigger animation project [2540 days 23 hours and 48 minutes ago]</title>
		<description>
&lt;pre&gt;New version again. Arrival from hyperspace and launch of the daughter 
ships. Improved &amp;quot;hyperspace ghost&amp;quot; ship impression:

https://www.youtube.com/watch?v=FRIPFtdAmtw

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 7 May 2019 23:57:53 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] Re: Warmup for a bigger animation project [2541 days 2 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;New version. Arrival from hyperspace and launch of the daughter ships,

https://www.youtube.com/watch?v=cms8UpUTNfw

I wanted the ship to arrive as a ghostly, translucent shape but with the 
original ship model that rose rendering times too much. I will try that 
again with a simplified ship model that has less inner surfaces (the 
ship has currently unions instead of merges)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 7 May 2019 21:27:28 GMT</pubDate>
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	</item>
	<item>
		<title>[Hj  Malthaner] Warmup for a bigger animation project [2542 days 1 hour and 40 minutes ago]</title>
		<description>
&lt;pre&gt;A spherical space ship is launching 12 smaller crafts:

https://www.youtube.com/watch?v=IXXr9Fjvfho

I made this to get into such animations more. The models I had made for 
some other scenes before, so nothing new there. I hope to make a bigger 
and more complex space animation soon.

-- 
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 6 May 2019 22:06:24 GMT</pubDate>
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	</item>
	<item>
		<title>[Leroy] Re: Calling an Image Map with an array identifie... [2604 days 1 hour and 16 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; On 02/12/2018 16:26, Kenneth wrote:&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I could never figure out a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; way to get a string construction to 'create' a POV-Ray keyword. I assume it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; can't be done-- but it would be an interesting feature to add in the future (if&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; possible!)  ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Have you tried parse_string?
It is slow if you have lot to do.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 5 Mar 2019 22:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[LanuHum] Re: Lathe control point animation in Blender (Po... [2655 days 16 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 12.01.2019 um 18:05 schrieb LanuHum:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Sorry!&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://youtu.be/Pkpu8iyo3ws&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Sorry? Why?&lt;/span&gt;

Joke. :)))
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 13 Jan 2019 07:35:01 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Lathe control point animation in Blender (Po... [2655 days 22 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;Am 12.01.2019 um 18:05 schrieb LanuHum:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Sorry!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/Pkpu8iyo3ws&lt;/span&gt;

Sorry? Why?
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 13 Jan 2019 01:27:34 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Lathe control point animation in Blender (Po... [2656 days 6 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;On 1/12/19 12:05 PM, LanuHum wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Sorry!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/Pkpu8iyo3ws&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Cool! :-)

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Jan 2019 17:20:16 GMT</pubDate>
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	</item>
	<item>
		<title>[LanuHum] Lathe control point animation in Blender (Povray) [2656 days 6 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;Sorry!
https://youtu.be/Pkpu8iyo3ws
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 12 Jan 2019 17:10:06 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: +KLA -- What's the status? [2688 days 10 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;Am 11.12.2018 um 13:36 schrieb Shuffle:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So, my question is the following: is there currently a way to use +KLA without&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; +RTR and if so, how? If not, can it be done without too much hassle?&lt;/span&gt;

&amp;quot;Currently, the use of clockless animation is limited to the 
real-time-raytracing feature.&amp;quot;

(from an old 3.7 Beta web page produced by Google)

I'm pretty sure nothing much has been done on either RTR nor on 
clockless animations since then.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 11 Dec 2018 12:54:54 GMT</pubDate>
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	</item>
	<item>
		<title>[Shuffle] +KLA -- What's the status? [2688 days 11 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;Hi,

I have an animated scene where parsing time is extremely long because of huge
image maps (over 20000x20000 for the final render, although I use &amp;quot;lowres&amp;quot;
4000x4000 for previews)

I preview the animation with the &amp;quot;+RTR +KLA&amp;quot; combo, and it's working good.


(You can skip from here to the last paragraph if you do not want the whole
story, but I tried to explain what I did and compile what I could find for
future reference)



Problem arises when trying to actually output the rendered images: +KLA alone
does not seem to work (+RTR alone does alright, for the record).

A quick search brought that thread:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; http://news.povray.org/povray.beta-test/thread/%3C4c35f934%40news.povray.org%3E/&lt;/span&gt;
Where Thorsten Froehlich answers that &amp;quot;POV-Ray does still need to know how many
frames to render&amp;quot;... So I tried +KFFxxx, to no avail. :-(

I dug the documentation and found the feature's doc :
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; http://wiki.povray.org/content/Documentation:Windows_Section_1#Clockless_Animation&lt;/span&gt;
It basically says nothing else that &amp;quot;thou shalt define several cameras&amp;quot; and,
perhaps more importantly, &amp;quot;the number of frames shalt be the number of thy
cameras&amp;quot;. Back to square one, then...

Then I found this very interesting thread about UberPOV:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;
http://news.povray.org/povray.animations/thread/%3Cweb.594d3bddd61573accf0bfa9c0%40news.povray.org%3E/?mtop=419831&lt;/span&gt;
So there might be a possibility to do what I want, or something close enough, by
defining #persistent image maps, but I would prefer to stick to vanilla POV and
not change my scene too much (it's already complicated enough :-/ )



So, my question is the following: is there currently a way to use +KLA without
+RTR and if so, how? If not, can it be done without too much hassle?
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 11 Dec 2018 12:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Calling an Image Map with an array identifie... [2695 days 6 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 04.12.2018 um 03:57 schrieb Kenneth:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...Pasting that short macro *into* scene code would&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; do away with #include as well.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The macro is /not/ a shorthand for a `#read`/`#write` combination - the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; `#include` is indispensable. You can put it directly into the scene, but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you can't do without it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Oops, I see now that my sentence wasn't clear; sorry. What I meant was, by
pasting the macro itself directly into a scene file, the   #include
&amp;quot;Strings.inc&amp;quot;  line could be eliminated from the scene (NOT the #include line
that's *in* the macro.)

I.e., just...

#macro Parse_String(String)
    #fopen FOut &amp;quot;parse_string.tmp&amp;quot; write
    #write(FOut,String)
    #fclose FOut
    #include &amp;quot;parse_string.tmp&amp;quot;
#end

(then the macro invocation(s) later)

It's also a *little* faster to parse this way-- the entire &amp;quot;Strings.inc&amp;quot; file
doesn't have to be pulled from disc or processed.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 4 Dec 2018 17:05:05 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Calling an Image Map with an array identifie... [2695 days 19 hours and 5 minutes ago]</title>
		<description>
&lt;pre&gt;Am 03.12.2018 um 02:06 schrieb Kenneth:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think the &amp;quot;\n&amp;quot; line feeds are necessary to even see the #debugged message;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; there is an older post about how the absence of them causes the message pane to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ignore #debug...sometimes ;-) The details were somewhat complicated, IIRC.&lt;/span&gt;

In a first approximation, the details are actually quite simple:

- Any `#debug` statement that does not end in a `\n` will be 
concatenated with the next one.

- Any `#debug` output after the last `\n` may be truncated.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Note: Up to (and including) version 3.7.0, contrary to the documentation (and on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; all platforms) backslashes lost their special meaning where a file name is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; expected, except when preceding a double quote. For backward compatibility, this&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; behaviour is still retained for scenes specifying a #version of 3.70 or lower,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but a warning will be issued.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ---&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The only remaining mystery for me is whether or not a line feed &amp;quot;\n&amp;quot; should use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a forward slash as well; I don't see that distinction in the docs.&lt;/span&gt;

No, the &amp;quot;use forward slashes instead&amp;quot; rule only applies to filenames; 
the change was made /specifically/ so that `\n` is always interpreted as 
a line feed (as opposed to a path separator followed by the lowercase 
letter `n`).
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 4 Dec 2018 04:41:16 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Calling an Image Map with an array identifie... [2695 days 19 hours and 23 minutes ago]</title>
		<description>
&lt;pre&gt;Am 04.12.2018 um 03:57 schrieb Kenneth:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That macro construction looks like a compact 'shorthand' way to avoid coding&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; separate #write/#read statements (doing away with #read altogether), while&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; producing the same results (?). Pasting that short macro *into* scene code would&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; do away with #include as well.&lt;/span&gt;

The macro is /not/ a shorthand for a `#read`/`#write` combination - the 
`#include` is indispensable. You can put it directly into the scene, but 
you can't do without it.

The primary trick here is that e.g. instead of writing the keyword `png` 
verbatim in your scene, you can instead include a file that contains the 
keyword (and nothing but the keyword).

The secondary trick is that you can create such a file with arbitrary 
content &amp;quot;on the fly&amp;quot; using `#write`.

Wrapping it all in a single macro is just a matter of convenience.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 4 Dec 2018 04:22:37 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Calling an Image Map with an array identifie... [2695 days 20 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When you do it the cancat way - POV-Ray sees it as a string.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When you do it the #include way - it parses it as a keyword.&lt;/span&gt;

Apparently so. In some miraculous and secretive way, known only to the Gods :-P
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Maybe something handy would be to have something like&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; keyword (my_keyword) so the whole write/read/parse sequence could be avoided&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

What interests me about the Parse_String macro is that it does two seemingly
separate operations simultaneously (well, one after the other)-- #write and
#include. For some strange reason, I thought that the parsing/processing of a
macro would have to go past its #end statement, before anything actually
happened (with the result that an error would be encountered at the #include
line);  but that's not the case. It's a happy (if late) new discovery for me.
;-)

That macro construction looks like a compact 'shorthand' way to avoid coding
separate #write/#read statements (doing away with #read altogether), while
producing the same results (?). Pasting that short macro *into* scene code would
do away with #include as well.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 4 Dec 2018 03:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Calling an Image Map with an array identifie... [2696 days 2 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;On 03/12/2018 20:27, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in the far far future;)&lt;/span&gt;

Made me smile. :D


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 21:06:28 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Calling an Image Map with an array identifie... [2696 days 3 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But what baffles me at the moment is why it DOES work, when&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      image_map{concat(&amp;quot;png &amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number - 1,-4,0),&amp;quot;.png&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; does not-- since both constructions involve strings, in what *appears* to be a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; similar way.&lt;/span&gt;

When you do it the cancat way - POV-Ray sees it as a string.
When you do it the #include way - it parses it as a keyword.

Maybe something handy would be to have something like

keyword (my_keyword) so the whole write/read/parse sequence could be avoided

in the far far future   ;)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 20:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Calling an Image Map with an array identifie... [2696 days 7 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 03.12.2018 um 02:06 schrieb Kenneth:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; That 'png' is a keyword (or sort of like one), and I could never figure&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; out a way to get a string construction to 'create' a POV-Ray keyword...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; See `Parse_String` macro in `strings.inc`.&lt;/span&gt;

Hey, that does work beautifully!

#include &amp;quot;Strings.inc&amp;quot;
image_map{
Parse_String(&amp;quot;png&amp;quot;) concat(&amp;quot;my_image&amp;quot;,str(frame_number - 1,-4,0),&amp;quot;.png&amp;quot;)

(although, I probably wouldn't use it in this *particular* context, as the
keyword   png   would simply be easier; but it's a great way to generate
keywords in general.) Thanks for the hint!

The macro is a nice one: It simply #writes the string to a file, then
immediately #includes that file back into the SDL code line.

But what baffles me at the moment is why it DOES work, when
     image_map{concat(&amp;quot;png &amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number - 1,-4,0),&amp;quot;.png&amp;quot;)
does not-- since both constructions involve strings, in what *appears* to be a
similar way.

SO... I'm thinking that the  concat  keyword is the problem-- not specifically
concat, but that the initial image_map{  expression expects the BITMAP_TYPE to
be the first thing it sees, not some other 'thing'.  Not even  str(&amp;quot;png&amp;quot;)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 16:05:01 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: Calling an Image Map with an array identifie... [2696 days 10 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;On 03/12/2018 12:03, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 03/12/2018 01:06, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; The only remaining mystery for me is whether or not a line&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; feed &amp;quot;\n&amp;quot; should use a forward slash as well; I don't see that&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; distinction in the docs.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Have you tried? ;)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just did!  :-P&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #debug concat (&amp;quot;/n&amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;,&amp;quot;/n&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ....and no debug message shows up. So I guess line feeds can't use the forward&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; slash after all. (I'm guessing that line feeds are 'different animals' than&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; library-path separators.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
As Thomas and jr said. :)
But I think that you are showing your age calling them line feeds. o_O

I remember the time when you had to type CR+LF because if you typed 
LF+CR your Teletype 33 would not return the carriage to the beginning of 
the line before the machine would start printing the next character.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 12:47:11 GMT</pubDate>
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		<title>[jr] Re: Calling an Image Map with an array identifie... [2696 days 11 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;hi,

&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; On 03/12/2018 01:06, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; The only remaining mystery for me is whether or not a line&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; feed &amp;quot;\n&amp;quot; should use a forward slash as well; I don't see that&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; distinction in the docs.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Have you tried? ;)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I just did!  :-P&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #debug concat (&amp;quot;/n&amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;,&amp;quot;/n&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ....and no debug message shows up. So I guess line feeds can't use the forward&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; slash after all. (I'm guessing that line feeds are 'different animals' than&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; library-path separators.)&lt;/span&gt;

your &amp;quot;guess&amp;quot; is good.  see 3.3.2.7.2 &amp;quot;Text Formatting&amp;quot; for the list of &amp;quot;escape
sequences&amp;quot;.  the path separator is just a &amp;quot;normal&amp;quot; character, albeit different
for each (it seems) os.


regards, jr.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 12:30:00 GMT</pubDate>
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	<item>
		<title>[Kenneth] Re: Calling an Image Map with an array identifie... [2696 days 11 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 03/12/2018 01:06, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The only remaining mystery for me is whether or not a line&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; feed &amp;quot;\n&amp;quot; should use a forward slash as well; I don't see that&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; distinction in the docs.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Have you tried? ;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

I just did!  :-P

#debug concat (&amp;quot;/n&amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;,&amp;quot;/n&amp;quot;)

....and no debug message shows up. So I guess line feeds can't use the forward
slash after all. (I'm guessing that line feeds are 'different animals' than
library-path separators.)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 12:05:00 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Calling an Image Map with an array identifie... [2696 days 11 hours and 45 minutes ago]</title>
		<description>
&lt;pre&gt;On 3-12-2018 2:06, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ---&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The only remaining mystery for me is whether or not a line feed &amp;quot;\n&amp;quot; should use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a forward slash as well; I don't see that distinction in the docs.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

If I am correct, the / instead of \ has only been introduced in the case 
of folder boundaries, in particular to distinguish them from the other 
language uses, like \n.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 12:01:17 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: Calling an Image Map with an array identifie... [2696 days 14 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;On 03/12/2018 01:06, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 02/12/2018 16:26, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; My own particular set-up would be...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; box{0, &amp;lt;1,1,0&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; pigment{&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; image_map{png concat(&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I'll just point out, again. That the BITMAP_TYPE should not be included&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; in the concat function. When I tried that earlier, Pov threw a wobbly&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; and complained that the first letter of the file path was an undeclared&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; variable &amp;quot;C&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes-- BITMAP_TYPE being the *first* .png in the code line. I ran into the same&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; problem years ago, even without the use of a C: library path as in your example.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That 'png' is a keyword (or sort of like one), and I could never figure out a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; way to get a string construction to 'create' a POV-Ray keyword. I assume it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; can't be done-- but it would be an interesting feature to add in the future (if&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; possible!)  ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Also #debug would not output the result of:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; image_map{concat(&amp;quot;png  &amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; That made me feel that I was losing my marbles for a while.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This works for me...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #debug concat (&amp;quot;\n&amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;,&amp;quot;\n&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

My problem was when I tried to include the *first* .png in the code 
line. Although when I used #warning. The message was displayed. Then the 
render failed.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think the &amp;quot;\n&amp;quot; line feeds are necessary to even see the #debugged message;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; there is an older post about how the absence of them causes the message pane to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ignore #debug...sometimes ;-) The details were somewhat complicated, IIRC.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
I've not noticed that. I have noticed that if you don't add new lines. 
The message can get lost in the message tab.
I try to keep things simple and generally add a newline before and after.

#debug &amp;quot;\n&amp;quot;
#debug concat (&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;)
#debug &amp;quot;\n&amp;quot;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When using the C: path method instead, I came across some info in the built-in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; documentation at   3.3.1.9 Strings   about backslashes, that might be of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; interest...&lt;/span&gt;

Yes, a couple of years ago clipka explained that. And since my modelling 
program exports the SDL with single &amp;quot;\&amp;quot;. So I manually have to add the 
double backslash.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ---&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Windows users need to be especially wary about this as the backslash is also the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; windows path separator. For example, the following code does not produce the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; intended result:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare DisplayFont = &amp;quot;c:\windows\fonts\lucon.ttf&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    text { ttf DisplayFont &amp;quot;Hello&amp;quot;, 2,0 translate y*1.50 }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; New users might expect this to create a text object using the font&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; c:\windows\fonts\lucon.ttf. Instead, it will give an error message saying that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it cannot find the font file c:windowsontslucon.ttf.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The correct form of the above code is as follows:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare DisplayFont = &amp;quot;c:\\windows\\fonts\\lucon.ttf&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    text { ttf DisplayFont &amp;quot;Hello&amp;quot;, 2,0 translate y*1.50 }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; However, as POV-Ray for Windows also supports forward slashes as path separator,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it is recommended to use the following form: #declare DisplayFont =&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;c:/windows/fonts/lucon.ttf&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I remember clipka saying that.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Note: Up to (and including) version 3.7.0, contrary to the documentation (and on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; all platforms) backslashes lost their special meaning where a file name is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; expected, except when preceding a double quote. For backward compatibility, this&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; behaviour is still retained for scenes specifying a #version of 3.70 or lower,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but a warning will be issued.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
I must admit that I have seen that warning. :)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ---&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The only remaining mystery for me is whether or not a line feed &amp;quot;\n&amp;quot; should use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a forward slash as well; I don't see that distinction in the docs.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Have you tried? ;)


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 09:35:02 GMT</pubDate>
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		<title>[clipka] Re: Calling an Image Map with an array identifie... [2696 days 15 hours and 3 minutes ago]</title>
		<description>
&lt;pre&gt;Am 03.12.2018 um 02:06 schrieb Kenneth:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That 'png' is a keyword (or sort of like one), and I could never figure out a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; way to get a string construction to 'create' a POV-Ray keyword. I assume it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; can't be done-- but it would be an interesting feature to add in the future (if&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; possible!)  ;-)&lt;/span&gt;

See `Parse_String` macro in `strings.inc`.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 08:43:08 GMT</pubDate>
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		<title>[Kenneth] Re: Calling an Image Map with an array identifie... [2696 days 18 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Tired, starting new job tomorrow, (yay)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But I thought I'd dig this up to see if it's any help:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://news.povray.org/5ba3b5f9%241%40news.povray.org&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The entire thread's a good read (for me, anyway)&lt;/span&gt;

Good point! I should have remembered that piece of info. The BITMAP_TYPE isn't
even required, apparently.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 05:25:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Calling an Image Map with an array identifie... [2696 days 21 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Tired, starting new job tomorrow, (yay)

But I thought I'd dig this up to see if it's any help:

http://news.povray.org/5ba3b5f9%241%40news.povray.org

The entire thread's a good read (for me, anyway)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 02:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Calling an Image Map with an array identifie... [2696 days 22 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 02/12/2018 16:26, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; My own particular set-up would be...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; box{0, &amp;lt;1,1,0&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; pigment{&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; image_map{png concat(&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'll just point out, again. That the BITMAP_TYPE should not be included&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in the concat function. When I tried that earlier, Pov threw a wobbly&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and complained that the first letter of the file path was an undeclared&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; variable &amp;quot;C&amp;quot;.&lt;/span&gt;

Yes-- BITMAP_TYPE being the *first* .png in the code line. I ran into the same
problem years ago, even without the use of a C: library path as in your example.
That 'png' is a keyword (or sort of like one), and I could never figure out a
way to get a string construction to 'create' a POV-Ray keyword. I assume it
can't be done-- but it would be an interesting feature to add in the future (if
possible!)  ;-)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Also #debug would not output the result of:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; image_map{concat(&amp;quot;png  &amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That made me feel that I was losing my marbles for a while.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

This works for me...
#debug concat (&amp;quot;\n&amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;,&amp;quot;\n&amp;quot;)

I think the &amp;quot;\n&amp;quot; line feeds are necessary to even see the #debugged message;
there is an older post about how the absence of them causes the message pane to
ignore #debug...sometimes ;-) The details were somewhat complicated, IIRC.

When using the C: path method instead, I came across some info in the built-in
documentation at   3.3.1.9 Strings   about backslashes, that might be of
interest...
---
Windows users need to be especially wary about this as the backslash is also the
windows path separator. For example, the following code does not produce the
intended result:
#declare DisplayFont = &amp;quot;c:\windows\fonts\lucon.ttf&amp;quot;
  text { ttf DisplayFont &amp;quot;Hello&amp;quot;, 2,0 translate y*1.50 }

New users might expect this to create a text object using the font
c:\windows\fonts\lucon.ttf. Instead, it will give an error message saying that
it cannot find the font file c:windowsontslucon.ttf.

The correct form of the above code is as follows:
#declare DisplayFont = &amp;quot;c:\\windows\\fonts\\lucon.ttf&amp;quot;
  text { ttf DisplayFont &amp;quot;Hello&amp;quot;, 2,0 translate y*1.50 }

However, as POV-Ray for Windows also supports forward slashes as path separator,
it is recommended to use the following form: #declare DisplayFont =
&amp;quot;c:/windows/fonts/lucon.ttf&amp;quot;

Note: Up to (and including) version 3.7.0, contrary to the documentation (and on
all platforms) backslashes lost their special meaning where a file name is
expected, except when preceding a double quote. For backward compatibility, this
behaviour is still retained for scenes specifying a #version of 3.70 or lower,
but a warning will be issued.

---

The only remaining mystery for me is whether or not a line feed &amp;quot;\n&amp;quot; should use
a forward slash as well; I don't see that distinction in the docs.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Dec 2018 01:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Calling an Image Map with an array identifie... [2697 days 2 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;Am 02.12.2018 um 07:25 schrieb Phil:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                          #declare thisfilename = magik_cube[X][Y][Z][F]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                          paint_tile(thisfilename)&lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; File 'initialise_cube.mac' line 163: Parse Error: Cannot assign uninitialized&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   identifier.&lt;/span&gt;

It is good practice to end each and every `#declare` with a semicolon, 
even in cases where it is entirely optional.

The requirement for a semicolon at some variants of `#declare` is not 
arbitrary: It is required everywhere there is a possibility that the 
right-hand side expression might continue. If POV-Ray comes across a 
macro invocation in such a case, POV-Ray presumes that the macro 
invocation is still part of the right-hand side expression of the 
`#declare`, so `paint_tile(thisfilename)` will take the old value of 
`thisfilename`.


Totally unreleated: It is highly recommend to NOT use all-lowercase 
identifiers, as these may conflict with keywords in future versions.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Dec 2018 20:55:57 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Calling an Image Map with an array identifie... [2697 days 6 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;On 02/12/2018 16:26, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; instead use Stephen's approach, calling each .png image as needed, with no&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; array. &lt;/span&gt;

I did this sort of thing regularly but with animated meshes made in Poser.
Several winters ago. Tim Cook IIRC, made a TV where the image files were 
stored in a df3. The frames were selected by intersecting the df3 with a 
thin box. The result was monochromatic. But if you used jr's tga2df3 to 
create the df3 (actually 3 df3s one for each RGB channel.). Then you can 
have the image in colour, if you use 3 media in the material. *Not* that 
I am suggesting Phil uses that method. That would just be showing off. ;)


My own particular set-up would be...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; box{0, &amp;lt;1,1,0&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pigment{&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; image_map{png concat(&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;)&lt;/span&gt;

I'll just point out, again. That the BITMAP_TYPE should not be included 
in the concat function. When I tried that earlier, Pov threw a wobbly 
and complained that the first letter of the file path was an undeclared 
variable &amp;quot;C&amp;quot;. Also #debug would not output the result of: 
image_map{concat(&amp;quot;png  &amp;quot;,&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;)
That made me feel that I was losing my marbles for a while.




-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Dec 2018 17:44:08 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Calling an Image Map with an array identifie... [2697 days 7 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;(in Windows)
I had done this kind of thing years ago, but lost the code; so I came up with
something very similar to Stephen's idea.

My particular video app outputs the .png frame sequence like this...
my_image0001
my_image0002
my_image0003
--etc.--

These are placed in a folder location that I added to POV-Ray's 'master
POVRAY.INI' file-- i.e., Library_Path= ... So I didn't need to add a C: ...
library path to the concat(...) string, as Stephen did. POV-Ray will
automatically locate the images.

#declare AA = array[20]; // for 20 images
#for(i,0,19) // because arrays start with 'location' zero
#declare AA[i] = concat(&amp;quot;my_image&amp;quot;,str(i+1,-4,0),&amp;quot;.png&amp;quot;);
#end

then...
box{0, &amp;lt;1,1,0&amp;gt; // a box can be made zero-thickness
pigment{image_map{png AA[frame_number - 1] once interpolate 2}}
finish{ambient 1 emission 0 diffuse 0}
scale &amp;lt;...whatever...&amp;gt;
     }

However, I don't see the need for the array (unless you have a specific reason
to use one.) During your 'new' animation render, the array will be filled with
all 20 images during each animation frame, which isn't very efficient. I would
instead use Stephen's approach, calling each .png image as needed, with no
array. My own particular set-up would be...

box{0, &amp;lt;1,1,0&amp;gt;
pigment{
image_map{png concat(&amp;quot;my_image&amp;quot;,str(frame_number,-4,0),&amp;quot;.png&amp;quot;)
once interpolate 2
         }
       }
     finish{ambient 1 emission 0 diffuse 0}
scale...
}
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Dec 2018 16:30:05 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Calling an Image Map with an array identifie... [2697 days 10 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Hi Phil, as Stephen points out, one of the tricky bits of working with POV-Ray's
command-line SDL is that where the parser finally decides to throw an error is
not necessarily where the real problem lies.

But in this case, I think you've highlighted the bit of code that POV-Ray
correctly declares is the problem.

First, I think it would help if
#declare thisfilename = magik_cube[X][Y][Z][F]
were terminated by a semicolon
#declare thisfilename = magik_cube[X][Y][Z][F];

Second, and central to your problem, is that it looks as if you are trying to
get the filename to interpreted as a pigment using (what appears to be a macro
called) &amp;quot;paint_tile&amp;quot;.

so, either you need to keep things simple and just use

pigment {image_map {png thisfilename}}
instead of
paint_tile(thisfilename)

or you need to check out your macro earlier in the scene (and this is where
Stephen's point may actually be the case) and see what your macro is doing.

I'm envisioning it to be this simple, although the above direct use of the
filename in a pigment statement _without_ a macro is simpler still.

#macro paint_tile(_FN)
pigment {image_map {png _FN}}
#end

You may also consider testing for the existence of the element
magik_cube[X][Y][Z][F], using #ifdef(magik_cube[X][Y][Z][F]), and sending a
debug message to the output stream so you can verify what POV-Ray has stored in
magik_cube[X][Y][Z][F] and is trying to use as a filename.

I'd be tempted to rewrite the box definition to avoid the sequence of scaling
and translation - simply because it's easier to debug, and I often find myself
catching would-be errors before I set them down in code.

All this code is straight off the top of my head, untested, and you're getting
it before I've even had my first coffee - so some of the finer elements of the
proper syntax may be wrong/missing.

Welcome!
Good luck.
I hope to see the progress of your project   :)

Bill
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Dec 2018 13:05:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Calling an Image Map with an array identifie... [2697 days 13 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;On 02/12/2018 07:12, Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; box { &amp;lt;0.00, 0.00, 0.00&amp;gt;,&amp;lt; 1.00, 1.00, 1.000&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
texture {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
pigment{&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
#declare thisfilename = magik_cube[X][Y][Z][F]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
paint_tile(thisfilename)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
}&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
} // end of texture&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 
&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;
scale &amp;lt;0.9 0.9,0.001&amp;gt; rotate&amp;lt;0,0,0&amp;gt; translate &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;-0.45,-0.45,-0.501&amp;gt; rotate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; x*0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; } // end
of box --------------------------------------&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  &amp;#194;&amp;#160;&amp;#194;&amp;#160;&amp;#194;&amp;#160; #end&lt;/span&gt;

I have been thinking about this as I did something similar a while ago.

Not knowing what you have in magik_cube[X][Y][Z][F] or 
paint_tile(thisfilename). I did a test with a series of files 0001 ... 
0120 in the directory C:\tmp

This works using concat and frame_number.
Note that the BITMAP_TYPE should not be included in the concat function

#declare Non_Patterned_Texture =
texture {
   pigment {
     image_map{

         png  concat (&amp;quot;C:\\tmp\\&amp;quot;, str(frame_number, -4, 0),  &amp;quot;.png&amp;quot;)

       map_type 0
       once
     }
     translate &amp;lt;-0.500,-0.500,-0.500&amp;gt;
   }

   finish {
     ambient     rgb &amp;lt;0.100,0.100,0.100&amp;gt;*5.000
     brilliance  1.000
     crand       0.000
     diffuse     0.600
     metallic    0.000
     phong       0.000
     phong_size  40.000
     specular    0.000
     roughness   0.050
   }

}



-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Dec 2018 10:44:02 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Calling an Image Map with an array identifie... [2697 days 16 hours and 33 minutes ago]</title>
		<description>
&lt;pre&gt;On 02/12/2018 06:25, Phil wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm having a go at embedding video in my animations by splitting video files up&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; into .png's and then calling them using image_map command with an array&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; identifier that stores the file names for the images.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Here is some of the code:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; box { &amp;lt;0.00, 0.00, 0.00&amp;gt;,&amp;lt; 1.00, 1.00, 1.000&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         texture {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                  pigment{&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                          #declare thisfilename = magik_cube[X][Y][Z][F]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                          paint_tile(thisfilename)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                          }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 } // end of texture&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         scale &amp;lt;0.9 0.9,0.001&amp;gt; rotate&amp;lt;0,0,0&amp;gt; translate &amp;lt;-0.45,-0.45,-0.501&amp;gt; rotate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; x*0&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;        } // end of box --------------------------------------&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; .... but I keep getting the following error:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; File 'initialise_cube.mac' line 163: Parse Error: Cannot assign uninitialized&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   identifier.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Fatal error in parser: Cannot parse input.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Render failed&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Can anyone give me a lead ??&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is my first post to the forum.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanking you in advance.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Phil.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Hi Phil and welcome

Is the bit of code close to line 163?
Did you declare paint_tile and the array magik_cube before the box code?
When Pov fails and highlights a line of code. It is not necessarily that 
line which is the problem.


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Dec 2018 07:12:56 GMT</pubDate>
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	</item>
	<item>
		<title>[Phil] Calling an Image Map with an array identifier th... [2697 days 17 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;Hi,

I'm having a go at embedding video in my animations by splitting video files up
into .png's and then calling them using image_map command with an array
identifier that stores the file names for the images.

Here is some of the code:

box { &amp;lt;0.00, 0.00, 0.00&amp;gt;,&amp;lt; 1.00, 1.00, 1.000&amp;gt;
       texture {
                pigment{
                        #declare thisfilename = magik_cube[X][Y][Z][F]
                        paint_tile(thisfilename)
                        }
               } // end of texture
       scale &amp;lt;0.9 0.9,0.001&amp;gt; rotate&amp;lt;0,0,0&amp;gt; translate &amp;lt;-0.45,-0.45,-0.501&amp;gt; rotate
x*0
      } // end of box --------------------------------------
   #end

.... but I keep getting the following error:

File 'initialise_cube.mac' line 163: Parse Error: Cannot assign uninitialized
 identifier.
Fatal error in parser: Cannot parse input.
Render failed

Can anyone give me a lead ??

This is my first post to the forum.

Thanking you in advance.

Phil.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Dec 2018 06:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: PNG to MP4 [2724 days 16 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;On 11/4/18 9:15 AM, Roland M&amp;#195;&amp;#182;sl wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ffmpeg -f image2 -r 6 -i 'img%02d.png' output.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Seems I have only to change 6 to 30 to have 30 frames&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; per second.&lt;/span&gt;

yes.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Seems ffmpeg is available for Linux and Windows&lt;/span&gt;

yes, I've used it on both.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I would completely omit &amp;quot;-f image2&amp;quot;.  &amp;quot;-f&amp;quot; specifies file formats which
is only useful if you are not using the standard extensions of &amp;quot;.png&amp;quot;
and &amp;quot;.mp4&amp;quot;.  (And I'm not sure what an 'image2' format is)

-- 
dik
Rendered 1024 of 921600 pixels (0%)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 5 Nov 2018 07:26:32 GMT</pubDate>
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	</item>
	<item>
		<title>[Roland Mösl] PNG to MP4 [2725 days 9 hours and 30 minutes ago]</title>
		<description>
&lt;pre&gt;Hallo,

after I was here last time 2011,
I am just again in povray animations.

Since I changed to Linux 2016,
i was again at the question,
how to convert all the images
created by POV to a video
I found an answer at:

https://ubuntuforums.org/showthread.php?t=2173013

ffmpeg -f image2 -r 6 -i 'img%02d.png' output.mp4

Seems I have only to change 6 to 30 to have 30 frames
per second.
Seems ffmpeg is available for Linux and Windows

-- 
Roland M&amp;#195;&amp;#182;sl - PEGE - http://www.pege.org
Planetary Engineering Group Earth
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 4 Nov 2018 14:15:56 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: ttso WIP [2760 days 17 hours and 12 minutes ago]</title>
		<description>
&lt;pre&gt;Am 29.09.2018 um 23:56 schrieb dick balaska:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (Years ago, Warp(?) did an animation with 4 camera angles in a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; single render. Maybe that was uberpov?)&lt;/span&gt;

Probably MegaPOV. That one had a camera pigment.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 30 Sep 2018 06:34:12 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: ttso WIP [2761 days 1 hour and 47 minutes ago]</title>
		<description>
&lt;pre&gt;On 09/29/2018 05:56 PM, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 09/27/2018 02:51 PM, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Ha! That is really cool. Is the first half of the animation a *single* render&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; within POV-Ray, with the multiple panes all rendered at once?? If so, I must&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; have missed the 'how-to' explanation in the past.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; No, it is 3 renders.  I do Camera2 and Camera3 and then run the main&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene. (Years ago, Warp(?) did an animation with 4 camera angles in a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; single render. Maybe that was uberpov?)&lt;/span&gt;

Oh, the image that I posted in p.b.i was the last frame of Camera2 which
has an extreme aspect ratio, 140:1, but rendered at 500x500, hence the
really tall spheres.

-- 
dik
Rendered 1024 of 921600 pixels (0%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 29 Sep 2018 21:58:52 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: ttso WIP [2761 days 1 hour and 50 minutes ago]</title>
		<description>
&lt;pre&gt;On 09/27/2018 02:51 PM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ha! That is really cool. Is the first half of the animation a *single* render&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; within POV-Ray, with the multiple panes all rendered at once?? If so, I must&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; have missed the 'how-to' explanation in the past.&lt;/span&gt;

No, it is 3 renders.  I do Camera2 and Camera3 and then run the main
scene. (Years ago, Warp(?) did an animation with 4 camera angles in a
single render. Maybe that was uberpov?)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I still like that 'rocket exhaust' method you use!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In the second half, I can't say that I understand what the on-screen numbers&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; represent-- but it looks interesting nonetheless ;-)&lt;/span&gt;

Like Stephen said, bars and beats.  When I start a scene, I first run
the DebugBeats version to get the timing of the scene together.  When
the drum machine was on, it was fairly easy; &amp;quot;number of beats / time +
occasional drift&amp;quot;.  Now that the drum machine is off ... mathematically
I sucked at holding tempo on the keyboards. :), the retard and hold were
especially tricky to work through.

The hardest part for me is looking at the numbers.  Musicians count
1-2-3-4 and C style arrays count 0-1-2-3.  After 15 years, I see that
&amp;quot;3&amp;quot; and still think it's the middle of the measure, not the 4th beat.

I care because direct.inc contains the timings like this:
#declare Countdown10Start	= Measure(326,2);
#declare Countdown10End		= Measure(327,0);
#declare Countdown9Start	= Measure(327,0);
#declare Countdown9End		= Measure(327,2);
#declare Countdown3Start	= Measure(327,2);
#declare Countdown3End		= Measure(328,0);
#declare Countdown2Start	= Measure(328,0);
#declare Countdown2End		= Measure(328,2);
#declare Countdown1Start	= Measure(328,2);
#declare Countdown1End		= Measure(329,0);

&amp;quot;0&amp;quot; is easy, but I'm always typing &amp;quot;3&amp;quot; for the middle of the measure
instead of the correct &amp;quot;2&amp;quot;.

(Btw, the original launch sequence countdown was 10-9-5-6-1 because the
kid can't count yet.)




-- 
dik
Rendered 1024 of 921600 pixels (0%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 29 Sep 2018 21:56:15 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: ttso WIP [2763 days 4 hours and 27 minutes ago]</title>
		<description>
&lt;pre&gt;On 27/09/2018 19:51, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In the second half, I can't say that I understand what the on-screen numbers&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; represent-- but it looks interesting nonetheless;-)&lt;/span&gt;


Bars and beats?


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Sep 2018 19:18:57 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: ttso WIP [2763 days 4 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Through the Space of ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttso-480p.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I wasn't going to post this yet, but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Ha! That is really cool. Is the first half of the animation a *single* render
within POV-Ray, with the multiple panes all rendered at once?? If so, I must
have missed the 'how-to' explanation in the past.

I still like that 'rocket exhaust' method you use!

In the second half, I can't say that I understand what the on-screen numbers
represent-- but it looks interesting nonetheless ;-)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Sep 2018 18:55:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: ttso WIP [2763 days 16 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;On 27/09/2018 07:35, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Through the Space of ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttso-480p.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I wasn't going to post this yet, but&lt;/span&gt;


Glad you did. It is good.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Sep 2018 06:55:07 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: ttso WIP [2763 days 16 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;On 27-9-2018 8:35, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Through the Space of ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttso-480p.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I wasn't going to post this yet, but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

You made my day! :-D

Brilliant!

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Sep 2018 06:46:35 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] ttso WIP [2763 days 17 hours and 10 minutes ago]</title>
		<description>
&lt;pre&gt;Through the Space of ...

http://www.buckosoft.com/tteoac/video/testRenders/ttso-480p.mp4

I wasn't going to post this yet, but

On 09/27/2018 12:09 AM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it would be interesting&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to construct a plot of distance values (as seen in the preview render,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; horizontally for example) with the camera angle changing all the way&lt;/span&gt;
from 1 to
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 90(!)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

I was having Fun With Aspect Ratios. At 40 seconds, the bit where the
monitor shrinks away, rather than slide the video down, I changed the
camera so that the video fits the changing rectangle.
The aspect ratio of the caboose slides from 1.69 to 141.40
-- 
dik
Rendered 1024 of 921600 pixels (0%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Sep 2018 06:35:35 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Tales from a Renderfarm [2782 days 10 hours and 38 minutes ago]</title>
		<description>
&lt;pre&gt;If you've seen my desktop picture, you've seen the 6 bash windows
monitoring 5 servers and a client.  I need to do it this way because I
need to know if a server dies, or at least is doing something.  I like
my &amp;quot;Rendered 1024 of 921600 pixels (0%)&amp;quot;

Two of my servers are at my buddy's house and lately the VPN between our
houses has been burping occasionally.  And the new beefy i5 technically
belongs to the 6 year old and he will reboot when a video game doesn't
work right.  3 out of 5 servers need more handholding than I want.

New bsac protocol 3 revives my povray+websockets (povrayws) that I used
with qtpov.  I made a debian/ubuntu package of that and I launch and
drive it from the bsac server, which is now a proper unix service and
also a debian package.

https://launchpad.net/~dickbalaska/+archive/ubuntu/povrayws
https://launchpad.net/~dickbalaska/+archive/ubuntu/bsac/+packages

Now if the vpn dies, the queued frames keep chugging, and if a machine
reboots he just restarts and goes. yay.

And I still keep my progress indicators (which is what I needed the
websockets for).
http://www.buckosoft.com/bsac/g/bsacqtActivity.png

Finally I can get back to my animation.  I'm just about to get into
space (the caboose has separated and landed) and I want to figure out
this df3tools for some gaseous effects.

-- 
dik
Rendered 1024 of 921600 pixels (0%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 8 Sep 2018 13:07:31 GMT</pubDate>
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	</item>
	<item>
		<title>[peyrol] How does the mandel value scale? Using ImageMagi... [2811 days 15 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;I like the fractalzoom sample file provided in the animations folder for POVray.
I want to extend the first zoom in that file beyond the iterative limit it uses.
but I cannot predict what limit to use if I continue to zoom in at the same
magnification rate per frame, nor do I know what color map values to use to
provide good detail. That particular region that I am zooming into looks very
busy.

My notion is to shell out to call an ImageMagick script after each frame. This
script will check a rectangular region in the center of the image and count the
number of pure white pixels, which is the color corresponding to the upper bound
of the color map provided. If the region passes a threshold white pixel count
value, the iterative maximum will get increased, and new colors will be
introduced. This change will happen smoothly over the course of one second's
worth of frames, which in my case is 30. ImageMagick will not get called during
those frames.

At the end of that second, I want the old colors to still map to the same
iterative limits they were at before. For example, the original POVray script
had color map boundary values at 0, 0.25, 0.5, 0.75, and 1. Suppose the
iterative limit L increases by one order of magnitude to 10*L. Should the pure
white boundary value, which was at 1, become 0.1 which corresponds to a linear
scale? Or should it be ln(L)/ln(10*L) which is a logarithmic scale? Or something
else?

Thanks for any clue. Someone must surely have already dealt with this issue.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 10 Aug 2018 08:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Chuck] Re: Replaced animation with lower res. [2841 days 9 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Chuck wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Key frames - I know what a keyframe is (perhaps), just not how to identify&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; them in a video editor. I'm not sure but don't think ProShow gold will&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; identify them.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Actually, VirtualDub itself shows which frames are keyframes (&amp;quot;I-frames&amp;quot;), in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the little info bar a the bottom of the playback window. (When a group of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-Ray animation images are first loaded into VD, they start off as all&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; keyframes.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Essentially, video encoding is more efficient (smaller file size) when it uses&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fewer actual keyframes for the final video. The 'in-between' frames (called&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;P-frames&amp;quot; and &amp;quot;B-frames&amp;quot;) are actually composed of only the *differences*&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; between an I-frame and its surrounding frames-- with very little quality loss.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Put very simply, those differences are made up of small 8X8- or 16X16-pixel&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; blocks (&amp;quot;macroblocks&amp;quot;.) The encoder tries to find 'matching' macroblocks among&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the adjacent frames (even if those blocks have moved during the frame changes.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It re-uses those blocks when it can, in the adjacent P-frames and B-frames. So&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the P's and B's contain much less 'new' information than would otherwise be the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; case.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For an ALL-keyframe video, a crude analogy would be as if each individual frame&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is encoded as an individual and separate JPEG image. While that's possible to do&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (the &amp;quot;motion-JPEG&amp;quot; format does this, as far as I understand), it's not very&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; efficient-- the video decoder has to decode ALL the macroblocks in each&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; individual frame on-the-fly.&lt;/span&gt;

I appreciate the key-frame info. That raises a number of questions but would
stray from PovRay related topics so will do some private reading.

Another animation was created with the idea of generating 25 frames per second.
As expected the resulting animation is MUCH more smooth. Unfortunately I cannot
reproduce the original animation which started this thread and the current
attempts, while smooth, are not very interesting. I may upload one of them to
demonstrate the improvements anyway.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 11 Jul 2018 14:15:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Replaced animation with lower res. [2841 days 13 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 08.07.2018 um 22:12 schrieb Kenneth:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I still use VirtualDub as well, for certain videos... The interesting&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; thing about VirtualDub... is that the video is saved as all keyframes,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; by default. My experience in playing&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; back such a 1920X1080 video as-is, is that it stutters on my own computer--&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; probably because that's a LOT of video information to decode on-the-fly.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My guess would be that the stuttering is not due to an excessive amount&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of data to be /decoded/, but rather simply due to an excessive amount of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; data to be /read/ from hard disk.&lt;/span&gt;

That's probably the bulk of the problem, I admit, especially for a 1920X1080
video. But I've noticed 'stuttering' even in 960X520 h.264-encoded videos, when
all the frames are keyframes. (For some reason, I think it becomes more apparent
when a video is 'streamed' rather than with direct computer-playback.)

Chuck wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Key frames - I know what a keyframe is (perhaps), just not how to identify&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; them in a video editor. I'm not sure but don't think ProShow gold will&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; identify them.&lt;/span&gt;

Actually, VirtualDub itself shows which frames are keyframes (&amp;quot;I-frames&amp;quot;), in
the little info bar a the bottom of the playback window. (When a group of
POV-Ray animation images are first loaded into VD, they start off as all
keyframes.)

Essentially, video encoding is more efficient (smaller file size) when it uses
fewer actual keyframes for the final video. The 'in-between' frames (called
&amp;quot;P-frames&amp;quot; and &amp;quot;B-frames&amp;quot;) are actually composed of only the *differences*
between an I-frame and its surrounding frames-- with very little quality loss.
Put very simply, those differences are made up of small 8X8- or 16X16-pixel
blocks (&amp;quot;macroblocks&amp;quot;.) The encoder tries to find 'matching' macroblocks among
the adjacent frames (even if those blocks have moved during the frame changes.)
It re-uses those blocks when it can, in the adjacent P-frames and B-frames. So
the P's and B's contain much less 'new' information than would otherwise be the
case.

For an ALL-keyframe video, a crude analogy would be as if each individual frame
is encoded as an individual and separate JPEG image. While that's possible to do
(the &amp;quot;motion-JPEG&amp;quot; format does this, as far as I understand), it's not very
efficient-- the video decoder has to decode ALL the macroblocks in each
individual frame on-the-fly.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 11 Jul 2018 09:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Replaced animation with lower res. [2842 days 9 hours and 43 minutes ago]</title>
		<description>
&lt;pre&gt;On 10/07/2018 13:56, Chuck wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 09/07/2018 02:45, Chuck wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;    I like blender but&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; don't know python at all and I believe that would be necessary to do the same&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; sort of animation. Could be lack of knowledge talking here.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; You don't need to use Python to create a video using Blender. I can't&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; and do. :)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Blender will create your avi or mpg4 from a series of images. It comes&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; with a set of default settings for various outputs and you can manually&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; adjust them.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I have been following this thread as I am not too sure what all the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; settings do and their effects.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; The lowest fps I use is 25 fps but generally use 30 fps. Occasionally 60&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; fps for very smooth animations.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;       Stephen&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I wasn't very clear about python. The glass funnel animation at:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; www.elevenmilephotography.com, gallery: private, PW: povray was created with&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Blender's physics model. I assumed (?) that an animation like &amp;quot;Duet&amp;quot; (over 2,000&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; objects each moving every frame) would require the use of custom python files in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; one form or another. I sincerely hope that this assumption is wrong.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Chuck&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


No, you do not need python or I would not be able to use it.
In March I posted an animation in povray.binaries.animations called In 
the Meantime a diversion. Using Blender's Internal renderer. (The PovRay 
exporter cannot handle it.)

I upped the number of boids to 3000 in this animation although there are 
only 2 boids the rest are copied versions.
https://youtu.be/emAuf6o2hzM

Very rough and ready, I am afraid.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 10 Jul 2018 14:03:24 GMT</pubDate>
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	</item>
	<item>
		<title>[Chuck] Re: Replaced animation with lower res. [2842 days 10 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 09/07/2018 02:45, Chuck wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;   I like blender but&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; don't know python at all and I believe that would be necessary to do the same&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; sort of animation. Could be lack of knowledge talking here.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You don't need to use Python to create a video using Blender. I can't&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and do. :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Blender will create your avi or mpg4 from a series of images. It comes&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with a set of default settings for various outputs and you can manually&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; adjust them.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have been following this thread as I am not too sure what all the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; settings do and their effects.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The lowest fps I use is 25 fps but generally use 30 fps. Occasionally 60&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fps for very smooth animations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      Stephen&lt;/span&gt;

I wasn't very clear about python. The glass funnel animation at:
www.elevenmilephotography.com, gallery: private, PW: povray was created with
Blender's physics model. I assumed (?) that an animation like &amp;quot;Duet&amp;quot; (over 2,000
objects each moving every frame) would require the use of custom python files in
one form or another. I sincerely hope that this assumption is wrong.

Chuck
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 10 Jul 2018 13:00:01 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Replaced animation with lower res. [2843 days 9 hours and 17 minutes ago]</title>
		<description>
&lt;pre&gt;Am 08.07.2018 um 22:12 schrieb Kenneth:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I still use VirtualDub as well, for certain videos (and follow a similar&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; two-or-three-stage final encoding process as you do-- although I presently use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Avidemux in place of your ProShow and SmugMug.) The interesting thing about&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; VirtualDub-- whether for a compressed file there or an uncompressed one-- is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that the video is saved as all keyframes, by default. My experience in playing&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; back such a 1920X1080 video as-is, is that it stutters on my own computer--&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; probably because that's a LOT of video information to decode on-the-fly.&lt;/span&gt;

My guess would be that the stuttering is not due to an excessive amount
of data to be /decoded/, but rather simply due to an excessive amount of
data to be /read/ from hard disk.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 9 Jul 2018 14:28:51 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Replaced animation with lower res. [2843 days 17 hours and 12 minutes ago]</title>
		<description>
&lt;pre&gt;On 09/07/2018 02:45, Chuck wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   I like blender but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; don't know python at all and I believe that would be necessary to do the same&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; sort of animation. Could be lack of knowledge talking here.&lt;/span&gt;



You don't need to use Python to create a video using Blender. I can't 
and do. :)
Blender will create your avi or mpg4 from a series of images. It comes 
with a set of default settings for various outputs and you can manually 
adjust them.
I have been following this thread as I am not too sure what all the 
settings do and their effects.


The lowest fps I use is 25 fps but generally use 30 fps. Occasionally 60 
fps for very smooth animations.


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 9 Jul 2018 06:33:34 GMT</pubDate>
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	<item>
		<title>[Chuck] Re: Replaced animation with lower res. [2843 days 21 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; On 07/07/2018 11:56 AM, Chuck wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; The originals as&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; produced by PovRay are PNGs. Then since I use VirtualDub to produce an&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; uncompressed AVI from the frame sequence I assume that all of the&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; original bits are still present (at the cost of a huge file).&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; Now I use ProShow to load in the AVI file and to add music and perhaps an&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; introductory black slide. Then there are many output options: BlueRay, DVD,&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; AVCHD, MPEG-4 (1080p (full HD), 4K UHD, and others.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; [snip]&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; SmugMug then re-encodes the file for presentation...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I still use VirtualDub as well, for certain videos (and follow a similar&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; two-or-three-stage final encoding process as you do-- although I presently use&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Avidemux in place of your ProShow and SmugMug.) The interesting thing about&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; VirtualDub-- whether for a compressed file there or an uncompressed one-- is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that the video is saved as all keyframes, by default. My experience in playing&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; back such a 1920X1080 video as-is, is that it stutters on my own computer--&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; probably because that's a LOT of video information to decode on-the-fly. When I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; later transcode the video in Avidemux (usually as an h.264-encoded file in am&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ..mp4 container format), I can 'reduce' all those individual keyframes to a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; keyframe only every 25 frames (for example), which greatly-reduces the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; stuttering. SO... maybe your ProShow/SmugMug transcoding process is keeping&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *all* the original keyframes intact? Which might be the cause of the stuttering?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; If you are comfortable with the command line, you should try ffmpeg.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; It's pretty much the standard these days.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think Avidemux makes use of ffmeg as it's 'engine' (although I'm not sure);&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but I've not yet used ffmeg itself as a command-line tool. It does seem that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; many folks here in the newsgroups are comfortable with it. (BTW, thanks for the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ffmeg example code you posted here.)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; If reading between the lines above leads you to the conclusion that I am a&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; neophyte to video you would be correct.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Aren't we all.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; You seem to have a good handle on what you're doing.  That puts you&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; light years ahead of (100 - &amp;#226;&amp;#132;&amp;#147;P)% of people.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ain't it the truth! Trying to clearly understand all the different file formats,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; encoding options, container formats etc. could be a full-time job! ;-)  And apps&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; like Avidemux-- as good as they are-- seems to have their *own* little quirks&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that take some getting-used-to. (When a new version comes along, I dutifully&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; download it-- then I find that my workarounds for the previous version have to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; be modified for the 'new' quirks. Aarggh!) It's the same with other video&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; encoders/transcoders that I've used-- except VirtualDub(!), which seems&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rock-solid and consistent with its .avi-output files.&lt;/span&gt;

Dick - thanks for the ffmpeg parms. I feel that a number of similar programs are
expert friendly. I don't mean that as negative at all. These programs just give
the user a whole lot more knobs to turn when using them. The challenge is
knowing what the knobs are supposed to do.

Key frames - I know what a keyframe is (perhaps), just not how to identify them
in a video editor. I'm not sure but don't think ProShow gold will identify them.
The prog seems to read in the large uncompressed AVIs produced with VirtualDub
with no problems.

Now rendering a new animation (much less complex than before) just to see how a
30 (or 20) FPS video will look. The previews do look much less &amp;quot;choppy&amp;quot; as
expected. The first attempts had about 30,000 objects in the image which PovRay
handled quite well but the resulting image did not look so good so reduced the
maximum number of objects to 2,000.

A year ago wrote an interface to DirectX12 and ported the code logic to the
program. Instead of waiting quite some time for a render the visuals were
instant. I went back to PovRay and quite like it. PovRay seems to be the best
system for what I want to do. Have used it for a long time. I like blender but
don't know python at all and I believe that would be necessary to do the same
sort of animation. Could be lack of knowledge talking here. The Blender physics
model is awesome though. The glass funnel animation on the web site was created
with that. I would take a closer look at progs like AvidMux but ProShow provides
copyright worry free music for slideshows and videos and that sells it for me.

Chuck
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 9 Jul 2018 01:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Replaced animation with lower res. [2844 days 3 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 07/07/2018 11:56 AM, Chuck wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The originals as&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; produced by PovRay are PNGs. Then since I use VirtualDub to produce an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; uncompressed AVI from the frame sequence I assume that all of the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; original bits are still present (at the cost of a huge file).&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Now I use ProShow to load in the AVI file and to add music and perhaps an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; introductory black slide. Then there are many output options: BlueRay, DVD,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; AVCHD, MPEG-4 (1080p (full HD), 4K UHD, and others.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; [snip]&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; SmugMug then re-encodes the file for presentation...&lt;/span&gt;

I still use VirtualDub as well, for certain videos (and follow a similar
two-or-three-stage final encoding process as you do-- although I presently use
Avidemux in place of your ProShow and SmugMug.) The interesting thing about
VirtualDub-- whether for a compressed file there or an uncompressed one-- is
that the video is saved as all keyframes, by default. My experience in playing
back such a 1920X1080 video as-is, is that it stutters on my own computer--
probably because that's a LOT of video information to decode on-the-fly. When I
later transcode the video in Avidemux (usually as an h.264-encoded file in am
..mp4 container format), I can 'reduce' all those individual keyframes to a
keyframe only every 25 frames (for example), which greatly-reduces the
stuttering. SO... maybe your ProShow/SmugMug transcoding process is keeping
*all* the original keyframes intact? Which might be the cause of the stuttering?
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If you are comfortable with the command line, you should try ffmpeg.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's pretty much the standard these days.&lt;/span&gt;

I think Avidemux makes use of ffmeg as it's 'engine' (although I'm not sure);
but I've not yet used ffmeg itself as a command-line tool. It does seem that
many folks here in the newsgroups are comfortable with it. (BTW, thanks for the
ffmeg example code you posted here.)
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; If reading between the lines above leads you to the conclusion that I am a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; neophyte to video you would be correct.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Aren't we all.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You seem to have a good handle on what you're doing.  That puts you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; light years ahead of (100 - &amp;#226;&amp;#132;&amp;#147;P)% of people.&lt;/span&gt;

Ain't it the truth! Trying to clearly understand all the different file formats,
encoding options, container formats etc. could be a full-time job! ;-)  And apps
like Avidemux-- as good as they are-- seems to have their *own* little quirks
that take some getting-used-to. (When a new version comes along, I dutifully
download it-- then I find that my workarounds for the previous version have to
be modified for the 'new' quirks. Aarggh!) It's the same with other video
encoders/transcoders that I've used-- except VirtualDub(!), which seems
rock-solid and consistent with its .avi-output files.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 8 Jul 2018 20:15:01 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: Replaced animation with lower res. [2845 days 3 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/07/2018 03:20 PM, Chuck wrote:

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 07/07/2018 11:56 AM, Chuck wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The program that creates the individual PovRay files is driven by a smallish&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; parameter file. Owing to poor &amp;quot;backup hygiene&amp;quot; the program has been modified so&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that the original parameter file no longer works. I am working on a newer&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; version that should be able to reproduce a reasonable look alike series of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; images. When it is working again I will make a 30 FPS animation that has 30&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rendered frames per second.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I created a private gallery at:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; www.elevenmilephotography.com&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with a password of &amp;quot;povray&amp;quot; (no quotes). When the private gallery is entered it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is possible to download the original MP4 exactly as it was uploaded. The file&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; size is 25.1 MB. In case anyone is interested...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Since the original AVI is still available, as an experiment I will encode a new&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation with high quality set.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Using ffmpeg: No worries on using the command line. What would it replace:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; VirtualDub or the ProShow encoding?&lt;/span&gt;

Minimally it would replace VirtualDub; convert *.png to x.mp4
Maybe ProShow wouldn't transcode it if it was already a palatable format 
for it.

Here's my command line for a 720p video:
ffmpeg  -y -r 30 -i ttlo%4d.png -i ttlo.wav -s hd720 -map 0:0 -map 1:0 
-crf 17 -c:v libx264 -preset slow -pix_fmt yuv420p -strict -2 ttlo.mp4

-y = overwrite existing .mp4 file
-r 30 = 30 fps
-i ttlo%4d.png = read ttlo0001.png through ttlo3280.png
           (ttlo%d.png would read ttlo1.png through ttlo3280.png)
-i ttlo.wav = audio file
-s hd720 = make a 720p video
-map 0:0 = put the video in the first stream
-map 1:0 = put the audio in the second stream
-crf 17 = video quality.  24-20 is nominal. 17 is a little better.
           higher numbers are smaller files and worse video
-c:v libx264 = use x264 encoder, i.e. standard .mp4
-preset slow = spend more time making good compression
-pix_fmt yuv420p = just because
-strict = lock the aspect ratio
-2 = because Mr. google said so.
ttlo.mp4 = output file

(My .png are rendered at 1280x720 with a 1:1 aspect ratio)

-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jul 2018 19:52:04 GMT</pubDate>
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	</item>
	<item>
		<title>[Chuck] Re: Replaced animation with lower res. [2845 days 4 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 07/07/2018 11:56 AM, Chuck wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Don't know if it is good practice but, if possible, I want to maintain all of&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; the information present in the original rendered frames.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think that is every animator's goal.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The originals as&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; produced by PovRay are PNGs. Then since I use VirtualDub to produce an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; uncompressed AVI from the frame sequence I assume that all of the original bits&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; are still present (at the cost of a huge file).&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Now I use ProShow to load in the AVI file and to add music and perhaps an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; introductory black slide. Then there are many output options: BlueRay, DVD,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; AVCHD, MPEG-4 (1080p (full HD), 4K UHD, and others.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; There is another box that can be checked that selects either 30fps normal, high,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; or extreme quality. The normal quality is checked. Extreme quality doubles or&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; triples the size of the output file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I don't know &amp;quot;extreme&amp;quot;, but normal and high are standard.  High gives&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; better compression and better resolution at the expense of CPU power.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; These days, I see no reason to use normal.  (High was for the original&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 720p HD.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; SmugMug then re-encodes the file for presentation so I don't know if selecting&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; normal quality really does any good.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; There were 1268 original frames produced. VLC shows the length of the animation&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to be 2:06 minutes which at 30 FPS could use unique 3780 frames. I recall that&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; VirtualDub created the AVI at 10 FPS so the math seems to match up.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I see. Yes, 10 FPS is definitely choppy speed.  You can go as low as 20&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; FPS (23.976 is Blu-Ray speed) and look ok.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; An interestine experiment would be to render 3780 frames and have VirtualDub&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; create an AVI to run at 30 FPS.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That would be an interesting experiment.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My wild guess is an 80% larger file.  3x the frames but 50% is black.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If you are comfortable with the command line, you should try ffmpeg.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's pretty much the standard these days.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; If reading between the lines above leads you to the conclusion that I am a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; neophyte to video you would be correct.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Aren't we all.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You seem to have a good handle on what you're doing.  That puts you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; light years ahead of (100 - &amp;#226;&amp;#132;&amp;#147;P)% of people.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I set the options on SmugMug to limit the res of the download to try to keep&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; pilfering down but if it is useful I could check into creating another gallery&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; and allow a download of the &amp;quot;fullm as created mp4 file&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would be very interested in seeing your vid with a higher frame rate. :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Chuck&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dik&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered 328976 of 330000 (99%)&lt;/span&gt;

The program that creates the individual PovRay files is driven by a smallish
parameter file. Owing to poor &amp;quot;backup hygiene&amp;quot; the program has been modified so
that the original parameter file no longer works. I am working on a newer
version that should be able to reproduce a reasonable look alike series of
images. When it is working again I will make a 30 FPS animation that has 30
rendered frames per second.

I created a private gallery at:

www.elevenmilephotography.com

with a password of &amp;quot;povray&amp;quot; (no quotes). When the private gallery is entered it
is possible to download the original MP4 exactly as it was uploaded. The file
size is 25.1 MB. In case anyone is interested...

Since the original AVI is still available, as an experiment I will encode a new
animation with high quality set.

Using ffmpeg: No worries on using the command line. What would it replace:
VirtualDub or the ProShow encoding?

Chuck
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jul 2018 19:25:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Double Pendulum Animation [2845 days 4 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;kurtz le pirate &amp;lt;kur###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If systems of equations defining motion are not too complicated, why not.&lt;/span&gt;

IIRC, a double-pendulum is featured somewhere in this movie:
http://www.chaos-math.org/en

Which means that there may be existing code for one somewehere...

Or contact the movie-makers - they may be able to point you in the right
direction.

:)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jul 2018 19:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Replaced animation with lower res. [2845 days 5 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;On 07/07/2018 11:56 AM, Chuck wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Don't know if it is good practice but, if possible, I want to maintain all of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the information present in the original rendered frames. &lt;/span&gt;

I think that is every animator's goal.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The originals as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; produced by PovRay are PNGs. Then since I use VirtualDub to produce an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; uncompressed AVI from the frame sequence I assume that all of the original bits&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; are still present (at the cost of a huge file).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Now I use ProShow to load in the AVI file and to add music and perhaps an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; introductory black slide. Then there are many output options: BlueRay, DVD,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; AVCHD, MPEG-4 (1080p (full HD), 4K UHD, and others.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; There is another box that can be checked that selects either 30fps normal, high,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; or extreme quality. The normal quality is checked. Extreme quality doubles or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; triples the size of the output file.&lt;/span&gt;

I don't know &amp;quot;extreme&amp;quot;, but normal and high are standard.  High gives 
better compression and better resolution at the expense of CPU power. 
These days, I see no reason to use normal.  (High was for the original 
720p HD.)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; SmugMug then re-encodes the file for presentation so I don't know if selecting&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; normal quality really does any good.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; There were 1268 original frames produced. VLC shows the length of the animation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to be 2:06 minutes which at 30 FPS could use unique 3780 frames. I recall that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; VirtualDub created the AVI at 10 FPS so the math seems to match up.&lt;/span&gt;

I see. Yes, 10 FPS is definitely choppy speed.  You can go as low as 20 
FPS (23.976 is Blu-Ray speed) and look ok.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; An interestine experiment would be to render 3780 frames and have VirtualDub&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; create an AVI to run at 30 FPS.&lt;/span&gt;

That would be an interesting experiment.
My wild guess is an 80% larger file.  3x the frames but 50% is black.


If you are comfortable with the command line, you should try ffmpeg. 
It's pretty much the standard these days.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If reading between the lines above leads you to the conclusion that I am a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; neophyte to video you would be correct.&lt;/span&gt;

Aren't we all.
You seem to have a good handle on what you're doing.  That puts you 
light years ahead of (100 - &amp;#226;&amp;#132;&amp;#147;P)% of people.
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I set the options on SmugMug to limit the res of the download to try to keep&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pilfering down but if it is useful I could check into creating another gallery&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and allow a download of the &amp;quot;fullm as created mp4 file&amp;quot;.&lt;/span&gt;

I would be very interested in seeing your vid with a higher frame rate. :)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Chuck&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jul 2018 18:44:37 GMT</pubDate>
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	</item>
	<item>
		<title>[Chuck] Re: Replaced animation with lower res. [2845 days 7 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 07/07/2018 12:10 AM, Kenneth wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; How did you find that info? In Firefox, I have an add-on called VideoConverter,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; but the only things it shows are the various 'streaming' bitrates, not the file&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; size(s). (And in this case, VC can't download it as a 'file', as far as I can&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; tell.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; View source, line 33 gives you the video url. [1]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I downloaded the 640x360 edition.  It is 2.9 MB which seems about right.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; If the 1920 X 1080 video is indeed only 60+ KB in size, that's...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; extraordinary!! (I have my doubts-- but if true, maybe it's because the video&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; frames show mostly a pure black background, which is easy to encode.)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; In another post, Chuck mentioned that the video was saved as an .avi file; in&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; your own data above, the Video Codec seems to be avc1. That would be a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; variant(?) of h.264 I believe (or maybe the same thing?) I wonder if&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; avc1-encoded video-- but wrapped in an old-style.avi container-- might be a bad&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; mix? Just a conjecture-- I'm thinking about the choppiness.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; mediainfo says it was encoded with Lavf57.71.100 which is part of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ffmpeg.  It was likely transcoded when he uploaded it.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [1] On my video page, I scrambled the url just to keep the stupid robots&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; at bay.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dik&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered 328976 of 330000 (99%)&lt;/span&gt;

Don't know if it is good practice but, if possible, I want to maintain all of
the information present in the original rendered frames. The originals as
produced by PovRay are PNGs. Then since I use VirtualDub to produce an
uncompressed AVI from the frame sequence I assume that all of the original bits
are still present (at the cost of a huge file).

Now I use ProShow to load in the AVI file and to add music and perhaps an
introductory black slide. Then there are many output options: BlueRay, DVD,
AVCHD, MPEG-4 (1080p (full HD), 4K UHD, and others.

There is another box that can be checked that selects either 30fps normal, high,
or extreme quality. The normal quality is checked. Extreme quality doubles or
triples the size of the output file.

SmugMug then re-encodes the file for presentation so I don't know if selecting
normal quality really does any good.

There were 1268 original frames produced. VLC shows the length of the animation
to be 2:06 minutes which at 30 FPS could use unique 3780 frames. I recall that
VirtualDub created the AVI at 10 FPS so the math seems to match up.

An interestine experiment would be to render 3780 frames and have VirtualDub
create an AVI to run at 30 FPS.

If reading between the lines above leads you to the conclusion that I am a
neophyte to video you would be correct.

I set the options on SmugMug to limit the res of the download to try to keep
pilfering down but if it is useful I could check into creating another gallery
and allow a download of the &amp;quot;fullm as created mp4 file&amp;quot;.

Chuck
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jul 2018 16:00:00 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Re: Double Pendulum Animation [2845 days 8 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;Le 02/07/2018 &amp;#195;&amp;#160; 14:53, JimT a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm guessing what you were passing between frames were the two angles and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; angular velocities in order to do a numerical solution of the ODEs.&lt;/span&gt;

yes and the last &amp;lt;x,y&amp;gt; position

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; However, I think your numerical solution scheme is adding energy. You start off with
the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; balls both stationary and horizontal. Later in the motion BOTH balls are above&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the horizontal. A numerical scheme to conserve energy is surprisingly difficult.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What scheme did you use?&lt;/span&gt;

yes, energy is used but... it's not MY scheme.
In this example, I just adapted the L3 Processing code to POVRay SDL.
And, has i say on my web page, this not a real simaultion.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Even more surprisingly, there are complex double pendulum motions that are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; periodic, many that are symmetric, but several that are asymmetric. Would you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; like some data for one (or more) of those motions?&lt;/span&gt;

If systems of equations defining motion are not too complicated, why not.



-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jul 2018 15:08:33 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Replaced animation with lower res. [2845 days 16 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/07/2018 12:10 AM, Kenneth wrote:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How did you find that info? In Firefox, I have an add-on called VideoConverter,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but the only things it shows are the various 'streaming' bitrates, not the file&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; size(s). (And in this case, VC can't download it as a 'file', as far as I can&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tell.) &lt;/span&gt;

View source, line 33 gives you the video url. [1]
I downloaded the 640x360 edition.  It is 2.9 MB which seems about right.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If the 1920 X 1080 video is indeed only 60+ KB in size, that's...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; extraordinary!! (I have my doubts-- but if true, maybe it's because the video&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames show mostly a pure black background, which is easy to encode.)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In another post, Chuck mentioned that the video was saved as an .avi file; in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; your own data above, the Video Codec seems to be avc1. That would be a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; variant(?) of h.264 I believe (or maybe the same thing?) I wonder if&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; avc1-encoded video-- but wrapped in an old-style.avi container-- might be a bad&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; mix? Just a conjecture-- I'm thinking about the choppiness.&lt;/span&gt;

mediainfo says it was encoded with Lavf57.71.100 which is part of 
ffmpeg.  It was likely transcoded when he uploaded it.
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

[1] On my video page, I scrambled the url just to keep the stupid robots 
at bay.

-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jul 2018 07:22:00 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Replaced animation with lower res. [2845 days 16 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/07/2018 12:10 AM, Kenneth wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How did you find that info? &lt;/span&gt;

The little italic 'i' in the bottom right of the page.
Of course, it could by lying...


-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jul 2018 06:51:59 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Replaced animation with lower res. [2845 days 19 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 07/05/2018 05:45 PM, Chuck wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The animation was rendered at high res which caused buffering pauses with slower&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; internets feeds. It was replaced with lower res (link below), probably not&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; descernable after gallery compression.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://elevenmilephotography.smugmug.com/Experiments/i-xjk2QXx/A&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Thanks for the comment Dick.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Chuck&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I had no issues with buffering, but I thought it was, um choppy?  Like a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; very low frame rate or odd codec.&lt;/span&gt;

Impressive video! But I see 'choppiness' as well, in all five of the streaming
video-resolutions (even at 320 X 180-- and I have a fast broadband connection.)
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Oh, you squeezed a 2 minute 1080p video into 60KB.  That's pretty&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; impressive.  What did you use to encode that?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Name DuetPS9StdRes.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Size 1920 x 1080&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; File Size 60.16 KB&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Advanced&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Duration 0:02:18&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Audio Codec mp4a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Video Codec avc1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

How did you find that info? In Firefox, I have an add-on called VideoConverter,
but the only things it shows are the various 'streaming' bitrates, not the file
size(s). (And in this case, VC can't download it as a 'file', as far as I can
tell.) If the 1920 X 1080 video is indeed only 60+ KB in size, that's...
extraordinary!! (I have my doubts-- but if true, maybe it's because the video
frames show mostly a pure black background, which is easy to encode.)

In another post, Chuck mentioned that the video was saved as an .avi file; in
your own data above, the Video Codec seems to be avc1. That would be a
variant(?) of h.264 I believe (or maybe the same thing?) I wonder if
avc1-encoded video-- but wrapped in an old-style.avi container-- might be a bad
mix? Just a conjecture-- I'm thinking about the choppiness.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 7 Jul 2018 04:15:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Chuck] Animation + Music (Encoder) [2846 days 9 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;Yes, there is some choppyness in the animation. I think it is because there are
not enough frames per unit time. If I have some render time I may run it again
using more frames. I produce 1 PovRay file per frame with a C++ program and then
render the frames with a batch file. VirtualDub collects the frames and creates
an AVI.

I use ProShow Gold V9 to to the encoding. It loads the AVI, adds music and other
such embellishments. I mainly use this software since they include a decent
selection of music that can be used with no copyright worries.

Chuck
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Jul 2018 14:30:01 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Replaced animation with lower res. [2847 days and 4 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/05/2018 05:45 PM, Chuck wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The animation was rendered at high res which caused buffering pauses with slower&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; internets feeds. It was replaced with lower res (link below), probably not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; descernable after gallery compression.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://elevenmilephotography.smugmug.com/Experiments/i-xjk2QXx/A&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for the comment Dick.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Chuck&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I had no issues with buffering, but I thought it was, um choppy?  Like a 
very low frame rate or odd codec.

Oh, you squeezed a 2 minute 1080p video into 60KB.  That's pretty 
impressive.  What did you use to encode that?


Name	DuetPS9StdRes.mp4
Size	1920 x 1080
File Size	60.16 KB
Advanced
Duration	0:02:18
Audio Codec	mp4a
Video Codec	avc1

-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Jul 2018 23:42:19 GMT</pubDate>
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	</item>
	<item>
		<title>[Chuck] Replaced animation with lower res. [2847 days 1 hour and 56 minutes ago]</title>
		<description>
&lt;pre&gt;The animation was rendered at high res which caused buffering pauses with slower
internets feeds. It was replaced with lower res (link below), probably not
descernable after gallery compression.

https://elevenmilephotography.smugmug.com/Experiments/i-xjk2QXx/A

Thanks for the comment Dick.

Chuck
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Jul 2018 21:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Animation + Music [2847 days 4 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;On 07/05/2018 02:28 PM, Chuck wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I created this about a year ago as part of a project. Music was added and posted&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to a gallery.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In the same gallery there are 2 other PovRay animations.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://elevenmilephotography.smugmug.com/Experiments/i-5HQrS3w/A&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The pipes animation was done over 5 years ago using the MadPipes macro to create&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the pipe assembly.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Chuck&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Nice.  I like the brass pipes too.

-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Jul 2018 19:45:16 GMT</pubDate>
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	</item>
	<item>
		<title>[Chuck] Animation + Music [2847 days 5 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;I created this about a year ago as part of a project. Music was added and posted
to a gallery.

In the same gallery there are 2 other PovRay animations.

https://elevenmilephotography.smugmug.com/Experiments/i-5HQrS3w/A

The pipes animation was done over 5 years ago using the MadPipes macro to create
the pipe assembly.

Chuck
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Jul 2018 18:30:01 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Double Pendulum Animation [2850 days 10 hours and 9 minutes ago]</title>
		<description>
&lt;pre&gt;On 07/02/2018 08:53 AM, JimT wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm guessing what you were passing between frames were the two angles and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; angular velocities in order to do a numerical solution of the ODEs. However, I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; think your numerical solution scheme is adding energy. You start off with the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; balls both stationary and horizontal. Later in the motion BOTH balls are above&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the horizontal. &lt;/span&gt;

I noticed this too.  But then later they resolve back towards 0. I 
figured the added energy was on purpose for effect.

Welcome to the dark side, where animations are greater than 1 second 
long, Mr. le pirate.
:D


-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 2 Jul 2018 13:37:13 GMT</pubDate>
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	</item>
	<item>
		<title>[JimT] Re: Double Pendulum Animation [2850 days 10 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;kurtz le pirate &amp;lt;kur###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le 30/06/2018 &amp;#195;&amp;#160; 14:15, Bald Eagle a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; This is very nice!&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; How long did it take you implement the code?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I'm glad to see that you're another person playing with the coding challenge&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; topics   :)    There's lots of fun and educational projects there.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; (I still have to fix the last problem I had with converting the Perlin noise&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; flow field&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Coding Challenge #24: Perlin Noise Flow Field&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://www.youtube.com/watch?v=BjoM9oKOAKY&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; )&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I've always wanted to play with some of these systems and have the colors change&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; as a function of tension, rotational or translational velocity, etc.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; 1000 frames is &amp;quot;a lot&amp;quot; (Shut it, Balaska)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; How long to render the whole animation?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, Coding Challenge is a good source of inspiration...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The code took me about 1 hour. The tricky part was the persistence of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the data between images. Then, 1000 frames, 800x600 with anti-aliasong&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; take 15mn.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Kurtz le pirate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Compagnie de la Banquise&lt;/span&gt;

I'm guessing what you were passing between frames were the two angles and
angular velocities in order to do a numerical solution of the ODEs. However, I
think your numerical solution scheme is adding energy. You start off with the
balls both stationary and horizontal. Later in the motion BOTH balls are above
the horizontal. A numerical scheme to conserve energy is surprisingly difficult.
What scheme did you use?

Even more surprisingly, there are complex double pendulum motions that are
periodic, many that are symmetric, but several that are asymmetric. Would you
like some data for one (or more) of those motions?

Jim T.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 2 Jul 2018 12:55:01 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Re: Double Pendulum Animation [2852 days 8 hours and 33 minutes ago]</title>
		<description>
&lt;pre&gt;Le 30/06/2018 &amp;#195;&amp;#160; 14:15, Bald Eagle a &amp;#195;&amp;#169;crit&amp;#194;&amp;#160;:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is very nice!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How long did it take you implement the code?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm glad to see that you're another person playing with the coding challenge&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; topics   :)    There's lots of fun and educational projects there.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (I still have to fix the last problem I had with converting the Perlin noise&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; flow field&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Coding Challenge #24: Perlin Noise Flow Field&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=BjoM9oKOAKY&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; )&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've always wanted to play with some of these systems and have the colors change&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; as a function of tension, rotational or translational velocity, etc.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 1000 frames is &amp;quot;a lot&amp;quot; (Shut it, Balaska)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; How long to render the whole animation?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


Yes, Coding Challenge is a good source of inspiration...

The code took me about 1 hour. The tricky part was the persistence of 
the data between images. Then, 1000 frames, 800x600 with anti-aliasong 
take 15mn.



-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Jun 2018 15:12:32 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Double Pendulum Animation [2852 days 11 hours and 23 minutes ago]</title>
		<description>
&lt;pre&gt;On 30/06/2018 13:15, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 1000 frames is &amp;quot;a lot&amp;quot; (Shut it, Balaska)&lt;/span&gt;

LOL


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Jun 2018 12:23:22 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Double Pendulum Animation [2852 days 11 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;kurtz le pirate &amp;lt;kur###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First basic implementation of &amp;quot;Double Pendulum&amp;quot; mouvement.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Check out at &amp;lt;http://louisbel.free.fr/animate/&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Your comments are welcome.&lt;/span&gt;

This is very nice!
How long did it take you implement the code?
I'm glad to see that you're another person playing with the coding challenge
topics   :)    There's lots of fun and educational projects there.

(I still have to fix the last problem I had with converting the Perlin noise
flow field
Coding Challenge #24: Perlin Noise Flow Field
https://www.youtube.com/watch?v=BjoM9oKOAKY
)

I've always wanted to play with some of these systems and have the colors change
as a function of tension, rotational or translational velocity, etc.

1000 frames is &amp;quot;a lot&amp;quot; (Shut it, Balaska)
How long to render the whole animation?
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Jun 2018 12:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Double Pendulum Animation [2852 days 13 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;On 30/06/2018 10:58, kurtz le pirate wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First basic implementation of &amp;quot;Double Pendulum&amp;quot; mouvement.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Check out at &amp;lt;http://louisbel.free.fr/animate/&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Your comments are welcome.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Nice! Now using reflective spheres. :-)

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Jun 2018 10:29:48 GMT</pubDate>
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	</item>
	<item>
		<title>[kurtz le pirate] Double Pendulum Animation [2852 days 13 hours and 47 minutes ago]</title>
		<description>
&lt;pre&gt;Hi,

First basic implementation of &amp;quot;Double Pendulum&amp;quot; mouvement.
Check out at &amp;lt;http://louisbel.free.fr/animate/&amp;gt;

Your comments are welcome.



-- 
Kurtz le pirate
Compagnie de la Banquise
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 30 Jun 2018 09:58:33 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Dodge on povray [2881 days 2 hours and 44 minutes ago]</title>
		<description>
&lt;pre&gt;On 06/01/2018 02:40 PM, Saxoalex wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi !&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; //Annimation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare POS_G = &amp;lt;0, 1, -12+20*clock&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare POS_R = &amp;lt;-10+20*clock, 1, -2&amp;gt;;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare Diff = POS_G.x - POS_R.x;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #if ( abs(Diff.x) &amp;lt; 4*Epaisseur )&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      #declare POS_G = &amp;lt;POS_G.x+(1/Diff.x+1), POS_G.y, POS_G.z&amp;gt;;&lt;/span&gt;

try
#declare Diff = vlength(POS_G - POS_R);
#debug concat(&amp;quot;Longueur = &amp;quot;, str(Diff,0,2), &amp;quot;\n&amp;quot;)

-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 1 Jun 2018 21:01:38 GMT</pubDate>
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	</item>
	<item>
		<title>[Saxoalex] Dodge on povray [2881 days 5 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;Hi !
I'm sorry for my English level...


I'm a student in the media production field and I have to create an animation
which consist of animate balls. For the moment, I just want to make a video
where two balls are about to collide, but one of the balls dodge the other.
The problem is that I can't do that.

I try to get the different between the 2 balls position. The problem is that the
result value's is sometimes 0, so in my equation, it don't work...
Have you some suggestions for me please ?
Thank's !

Here is the program :

#version 3.7;
#include &amp;quot;colors.inc&amp;quot;
#include &amp;quot;textures.inc&amp;quot;

//Mise en place d'un tri&amp;#232;dre de rep&amp;#232;re
#declare BARRE = cylinder {&amp;lt;0, 0, 0&amp;gt; &amp;lt;0, 10, 0&amp;gt; 0.05 }

#declare Epaisseur=1;

//Formes

#declare BILLE = sphere { &amp;lt;0, 0, 0&amp;gt; Epaisseur };

//Materiaux

#declare ROUGE = material { texture { pigment { Red } } };
#declare VERT = material { texture { pigment { Green } } };
#declare BLEU = material { texture { pigment { Blue } } };


//Habllage
#declare BARREX = object { BARRE material { ROUGE } };
#declare BARREY = object { BARRE material { VERT } };
#declare BARREZ = object { BARRE material { BLEU } };
#declare BILLER = object { BILLE material { ROUGE } };
#declare BILLEG = object { BILLE material { VERT } };

//Assemblage
#declare REPERE = union
{
    object { BARREX rotate &amp;lt;0, 0, -90&amp;gt; }
    object { BARREY }
    object { BARREZ rotate &amp;lt;90, 0, 0&amp;gt; }
}


//Scene
plane {y,0 pigment {checker pigment {Black}, pigment {White}  } }
object { REPERE }

//Annimation
#declare POS_G = &amp;lt;0, 1, -12+20*clock&amp;gt;;
#declare POS_R = &amp;lt;-10+20*clock, 1, -2&amp;gt;;
#declare Diff = POS_G.x - POS_R.x;
#if ( abs(Diff.x) &amp;lt; 4*Epaisseur )
    #declare POS_G = &amp;lt;POS_G.x+(1/Diff.x+1), POS_G.y, POS_G.z&amp;gt;;
#end

// Mise en scene
object { BILLER translate POS_R}
object { BILLEG translate POS_G}

camera {
    location &amp;lt;0, 10, 5&amp;gt;
    look_at &amp;lt;0, 0, 0&amp;gt;
    angle 90
}

light_source {
    &amp;lt;1, 8, 1&amp;gt;
    White*0.7
}
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 1 Jun 2018 18:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Rushen] Re: IKEA test [2931 days 15 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;greytery&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; However, what I also want to do is put in a few still images between the scenes.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; But I guess I can just let POV-Ray render them too..&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think you are talking about a filler between the animation scene files. One&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; way to do this is to use ffmpeg to loop a still image for a certain number of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames (e.g. 1 sec = 25).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; e.g. for a couple of 3 second fillers, using the last frame of each scene..&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg  -loop 1 -i stillimg1.png -r 25  -frames 75 scene1a.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg  -loop 1 -i stillimg2.png -r 25  -frames 75 scene2a.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; then&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ cat filelist.txt&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene1.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene1a.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene2.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene2a.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene3.mp4&lt;/span&gt;

That's EXACTLY what I mean and need.
Thanks a lot!

(Btw, here's the latest version: https://vimeo.com/263747056 )
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 Apr 2018 07:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Earth horizon curve simulation [2931 days 23 hours and 23 minutes ago]</title>
		<description>
&lt;pre&gt;Am 11.04.2018 um 20:07 schrieb Movie Vertigo:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've been using POV-Ray to simulate how curved the horizon appears at different&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; altitudes.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I chose to use POV-Ray rather than a standard modeller (e.g. Blender) as I can&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; actually get a perfect (Non-polygon) sphere that way.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It also comfortably handled the 2.15GB 86400x43200 pixel texture I used for the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; detail! (Blender couldn't handle it!)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=st-tzyisDoQ&lt;/span&gt;

Nice!

Might be interesting to somehow highlight a few key altitudes, such as:

- altitude of Mt Everest
- altitude of typical intercontinental flights
- altitude at which space officially begins
- altitude of the ISS
- altitude of geostationary satellites
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 12 Apr 2018 00:22:52 GMT</pubDate>
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	<item>
		<title>[greytery] Re: IKEA test [2932 days 2 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; However, what I also want to do is put in a few still images between the scenes.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But I guess I can just let POV-Ray render them too..&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
I think you are talking about a filler between the animation scene files. One
way to do this is to use ffmpeg to loop a still image for a certain number of
frames (e.g. 1 sec = 25).
e.g. for a couple of 3 second fillers, using the last frame of each scene..
$ ffmpeg  -loop 1 -i stillimg1.png -r 25  -frames 75 scene1a.mp4
$ ffmpeg  -loop 1 -i stillimg2.png -r 25  -frames 75 scene2a.mp4

then
$ cat filelist.txt
scene1.mp4
scene1a.mp4
scene2.mp4
scene2a.mp4
scene3.mp4
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 11 Apr 2018 21:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Movie Vertigo] Earth horizon curve simulation [2932 days 5 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;I've been using POV-Ray to simulate how curved the horizon appears at different
altitudes.

I chose to use POV-Ray rather than a standard modeller (e.g. Blender) as I can
actually get a perfect (Non-polygon) sphere that way.

It also comfortably handled the 2.15GB 86400x43200 pixel texture I used for the
detail! (Blender couldn't handle it!)

https://www.youtube.com/watch?v=st-tzyisDoQ
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 11 Apr 2018 18:10:07 GMT</pubDate>
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	</item>
	<item>
		<title>[Rushen] Re: IKEA test [2937 days 3 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;Getting there... scenes are roughly where I want them now. Got some jagged lines
appearing in this version, but I will try to tweak it a bit.

Also... I need to do something about that water mark saying &amp;quot;unregistered
version&amp;quot;...

https://vimeo.com/263579484
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Apr 2018 20:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Rushen] Re: IKEA test [2937 days 4 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've used VideoMach for most of my past stuff, and it lets you select frames&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with different names, and apply a text overlay.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I usually use Format factory to convert to some other video format afterwards.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; No guarantees, but they're what I use, free, and you give them a shot and see.&lt;/span&gt;

Ok, I have to admit VideoMach was an even better suggestion than OpenShot.

Really easy to adjust each frame's delay.

Thanks!
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Apr 2018 19:45:00 GMT</pubDate>
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	<item>
		<title>[Rushen] Re: IKEA test [2937 days 4 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Thanks for all your suggestions and ideas, I really appreciate it!

I found a program called OpenShot (Open Source) which can import the pngs
directly into a timeline editor and export to mp4.

And, as suspected, result was MUCH better:

https://vimeo.com/263565181

(Now I just gotta figure out how to avoid the &amp;quot;snap&amp;quot; that occurs between each
scene)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 6 Apr 2018 19:05:00 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: IKEA test [2938 days 1 hour and 5 minutes ago]</title>
		<description>
&lt;pre&gt;On 04/05/2018 09:05 AM, Kenneth wrote:

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yep, I still use that on occasion. I especially like it for spitting out all the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; individual frames from a real-life video, to use as image_maps in a POV-Ray&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation, for whatever purpose.&lt;/span&gt;

I use ffmpeg for extraction too. :)

&amp;quot;from 1999-12-08.mp2, starting at the 4.5 second mark, extract 3.75 
seconds of video as vidE*.png. 0 pad the frame number to 5 places&amp;quot;

ffmpeg -ss 00:04.5 -t 00:03.75 -i /MyVideo/Balaska199/1999-12-08.mp2 
vidE-%05d.png		# DA dancing 9shls famroom


-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 22:40:44 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: IKEA test [2938 days 10 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You could try VirtualDub. It is old but free. ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Yep, I still use that on occasion. I especially like it for spitting out all the
individual frames from a real-life video, to use as image_maps in a POV-Ray
animation, for whatever purpose.

For video editing and assembly, I've had very good results with AVIDEMUX (for
Windows). It's relatively easy to use, too. But like most free video
editors/assemblers out there, it has its own strange little quirks. I've managed
to work around most of them. When I can't, I load the video in VirtualDub first,
then re-save it with NO compression as a giant-sized .avi file, then import it
into Avidemux for final work (and transcoding to an .mp4 file.) Doing the final
editing this way is a breeze, because VirtualDub outputs its video as all
keyframes (by default, it seems.) So frame-by-frame edits are painless.

Avidemux is great for putting together POV-Ray animations too.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 13:10:00 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: IKEA test [2938 days 13 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;I've used VideoMach for most of my past stuff, and it lets you select frames
with different names, and apply a text overlay.

I usually use Format factory to convert to some other video format afterwards.

No guarantees, but they're what I use, free, and you give them a shot and see.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 10:35:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: IKEA test [2938 days 14 hours and 15 minutes ago]</title>
		<description>
&lt;pre&gt;On 05/04/2018 09:44, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 04/05/2018 04:15 AM, Rushen wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I think FFMPEG and VDub does the same thing,mainly, and that is going &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; from still&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; to moving images. (or switching formats) And so far the avi-files &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; produced&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; during that step show very little distortion.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
If you are happy using command line programs. Ignore the suggestion.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; # create your scenes&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg -i scene1-%3d.png scene1.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg -i scene2-%3d.png scene2.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg -i scene3-%3d.png scene3.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; # create a file with the list of scene mp4s&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ cat filelist.txt&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene1.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene2.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene3.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; # concatenate the scenes together, without transcoding.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg -f concat -i filelist.txt -c copy finalmovie.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;


I agree with you about using mp4

I use a GUI and generally use 2 passes and fiddle with the framerate. 
You're not doing that? I know you want continuity in your scenes but are 
the defaults giving the best results?

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 09:31:18 GMT</pubDate>
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	</item>
	<item>
		<title>[Rushen] Re: IKEA test [2938 days 14 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 04/05/2018 04:15 AM, Rushen wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I think FFMPEG and VDub does the same thing,mainly, and that is going from still&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to moving images. (or switching formats) And so far the avi-files produced&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; during that step show very little distortion.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; # create your scenes&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg -i scene1-%3d.png scene1.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg -i scene2-%3d.png scene2.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg -i scene3-%3d.png scene3.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; # create a file with the list of scene mp4s&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ cat filelist.txt&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene1.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene2.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene3.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; # concatenate the scenes together, without transcoding.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; $ ffmpeg -f concat -i filelist.txt -c copy finalmovie.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dik&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered 328976 of 330000 (99%)&lt;/span&gt;

Nice idea, yes the problem is the number of different named files from each
scene.

I'm always a bit intimidated by words like &amp;quot;script&amp;quot; or &amp;quot;bash&amp;quot;, but that actually
seems managable even for me.

However, what I also want to do is put in a few still images between the scenes.
But I guess I can just let POV-Ray render them too..

I also wanted to add some text overlay to the final movie. Of course this can be
done in POV-Ray as well but the plan was to add that post rendering, as well as
sound.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 09:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Rushen] Re: IKEA test [2938 days 14 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;Gergely Szaktilla &amp;lt;spa###&amp;nbsp;[at]&amp;nbsp;ktilla&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;de&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 05.04.2018 um 08:20 schrieb Rushen:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Well, any comments/ideas on this matter are, as always, heavily appreciated.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes ... one can have lots of fun doing such things. I did my shelf in 3d&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; prior to building it. The room under it is for a desk. See&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;lt;http://test.szaktilla.de/3d.jpg&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Gregor&lt;/span&gt;

That's a good idea. Also a bit easier to change the plans, if it does not fit
correctly, prior to constructing the actual shelf.. :)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 09:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: IKEA test [2938 days 15 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;On 04/05/2018 04:15 AM, Rushen wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think FFMPEG and VDub does the same thing,mainly, and that is going from still&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to moving images. (or switching formats) And so far the avi-files produced&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; during that step show very little distortion.&lt;/span&gt;

# create your scenes
$ ffmpeg -i scene1-%3d.png scene1.mp4
$ ffmpeg -i scene2-%3d.png scene2.mp4
$ ffmpeg -i scene3-%3d.png scene3.mp4

# create a file with the list of scene mp4s
$ cat filelist.txt
scene1.mp4
scene2.mp4
scene3.mp4

# concatenate the scenes together, without transcoding.
$ ffmpeg -f concat -i filelist.txt -c copy finalmovie.mp4

-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 08:44:56 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: IKEA test [2938 days 15 hours and 13 minutes ago]</title>
		<description>
&lt;pre&gt;On 04/05/2018 02:20 AM, Rushen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hey guys,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Been a few years since I posted anything here. Can't say that I've been busy&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; working with 3d, so my skills are about the same as before. :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyway, I've started to study a few courses on digital graphics, if nothing else&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to freshen up this forgotten hobby of mine. (But I guess the dream of working&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with 3d for a living also is somewhere in the back...) Stop! I already know&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-Ray is not the ulyimate tool for that...!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So, the idea was to make an IKEA manual as a 3d animation. Keeping it all kind&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of basic.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First few scenes put together can be watched here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://vimeo.com/263286279&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First two scenes look smooth enough, but then the rest gets all jagged up (55&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; seconds in forexample).  I've been&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using the same settings in FFMPEG: goes from png to avi, fps 25.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Put together in Windows Live Movie Maker... could that be the weak link? Or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; should I not be using avi-files in the first place? (WLMM makes wmv-files&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; only...)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Why not use just straight ffmpeg and output a .mp4 ?
avi has an optional lossless format that is nice for editing, but I 
would skip that part.
Is your issue that you have too many png files at once? (about 4000).
(I manage multiple scenes in a single movie. A bash script copies 8 
scenes of png files into one linear list of pngs and then I ffmpeg it.)

-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 08:32:44 GMT</pubDate>
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	</item>
	<item>
		<title>[Rushen] Re: IKEA test [2938 days 15 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 05/04/2018 07:20, Rushen wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Hey guys,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Been a few years since I posted anything here. Can't say that I've been busy&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; working with 3d, so my skills are about the same as before. :)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Anyway, I've started to study a few courses on digital graphics, if nothing else&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to freshen up this forgotten hobby of mine. (But I guess the dream of working&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; with 3d for a living also is somewhere in the back...) Stop! I already know&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; POV-Ray is not the ulyimate tool for that...!&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; So, the idea was to make an IKEA manual as a 3d animation. Keeping it all kind&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; of basic.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; First few scenes put together can be watched here:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://vimeo.com/263286279&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; First two scenes look smooth enough, but then the rest gets all jagged up (55&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; seconds in forexample).  I've been&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; using the same settings in FFMPEG: goes from png to avi, fps 25.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Put together in Windows Live Movie Maker... could that be the weak link? Or&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; should I not be using avi-files in the first place? (WLMM makes wmv-files&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; only...)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Well, any comments/ideas on this matter are, as always, heavily appreciated.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It could be your anti-aliasing settings are too low. But I notice that&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the video starts to go jaggy when there is movement. That points to the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; encoding. Can you find the advance settings and see what codex you are&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using and any settings?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've not used Windows Live Movie Maker but I found the earlier version&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; quite limited.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm using Blender but that is not really suitable for just putting a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; video together. To steep a learning curve, I fear.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You could try VirtualDub. It is old but free. ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      Stephen&lt;/span&gt;

Thanks Stephen,

I believe the encoding problems show up in the process of putting several
smaller video-files (scenes) into one final clip.

I think FFMPEG and VDub does the same thing,mainly, and that is going from still
to moving images. (or switching formats) And so far the avi-files produced
during that step show very little distortion.

So I guess what I need is a better video editor basically. Are there any free
programs for that, besides windows not-so-great alternative?
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 08:20:00 GMT</pubDate>
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	<item>
		<title>[Gergely Szaktilla] Re: IKEA test [2938 days 15 hours and 28 minutes ago]</title>
		<description>
&lt;pre&gt;Am 05.04.2018 um 08:20 schrieb Rushen:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well, any comments/ideas on this matter are, as always, heavily appreciated.&lt;/span&gt;

Yes ... one can have lots of fun doing such things. I did my shelf in 3d
prior to building it. The room under it is for a desk. See
&amp;lt;http://test.szaktilla.de/3d.jpg&amp;gt;

Gregor
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 08:18:15 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: IKEA test [2938 days 16 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;On 05/04/2018 07:20, Rushen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hey guys,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Been a few years since I posted anything here. Can't say that I've been busy&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; working with 3d, so my skills are about the same as before. :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyway, I've started to study a few courses on digital graphics, if nothing else&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to freshen up this forgotten hobby of mine. (But I guess the dream of working&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; with 3d for a living also is somewhere in the back...) Stop! I already know&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; POV-Ray is not the ulyimate tool for that...!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So, the idea was to make an IKEA manual as a 3d animation. Keeping it all kind&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of basic.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First few scenes put together can be watched here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://vimeo.com/263286279&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; First two scenes look smooth enough, but then the rest gets all jagged up (55&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; seconds in forexample).  I've been&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using the same settings in FFMPEG: goes from png to avi, fps 25.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Put together in Windows Live Movie Maker... could that be the weak link? Or&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; should I not be using avi-files in the first place? (WLMM makes wmv-files&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; only...)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well, any comments/ideas on this matter are, as always, heavily appreciated.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

It could be your anti-aliasing settings are too low. But I notice that 
the video starts to go jaggy when there is movement. That points to the 
encoding. Can you find the advance settings and see what codex you are 
using and any settings?

I've not used Windows Live Movie Maker but I found the earlier version 
quite limited.
I'm using Blender but that is not really suitable for just putting a 
video together. To steep a learning curve, I fear.
You could try VirtualDub. It is old but free. ;-)


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 07:25:02 GMT</pubDate>
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	<item>
		<title>[Rushen] Re: IKEA test [2938 days 16 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Addition:

Compare the jagged lines (is there a proper term for that?) in the clip posted
in the first post with this one:

https://vimeo.com/263292688

That's one of the files I put into Windows Live Movie Maker, which then came out
looking a lot worse.

/Gustav
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 07:20:01 GMT</pubDate>
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	<item>
		<title>[Rushen] IKEA test [2938 days 17 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;Hey guys,

Been a few years since I posted anything here. Can't say that I've been busy
working with 3d, so my skills are about the same as before. :)

Anyway, I've started to study a few courses on digital graphics, if nothing else
to freshen up this forgotten hobby of mine. (But I guess the dream of working
with 3d for a living also is somewhere in the back...) Stop! I already know
POV-Ray is not the ulyimate tool for that...!

So, the idea was to make an IKEA manual as a 3d animation. Keeping it all kind
of basic.

First few scenes put together can be watched here:

https://vimeo.com/263286279

First two scenes look smooth enough, but then the rest gets all jagged up (55
seconds in forexample).  I've been
using the same settings in FFMPEG: goes from png to avi, fps 25.

Put together in Windows Live Movie Maker... could that be the weak link? Or
should I not be using avi-files in the first place? (WLMM makes wmv-files
only...)

Well, any comments/ideas on this matter are, as always, heavily appreciated.

Take care!
/Gustav
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 5 Apr 2018 06:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: ttlo [2939 days 4 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;Am 04.04.2018 um 20:51 schrieb dick balaska:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hmm, I used to drive Z&amp;#195;&amp;#188;rich to Basel at 140 km/h, so that number is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; significant to me, and it's 3 digits. So, that's my target. Thanks! :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (Or maybe I'll stick to the posted speed limit of 120 ;) )&lt;/span&gt;

As a nitpicking realism fanboy, I advocate paying attention that the
altitude increases properly in accordance with the speed. Dunno if
that's currently the case for your video, just putting it out there.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Apr 2018 19:08:32 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: ttlo [2939 days 4 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;On 04/04/2018 02:47 AM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 3-4-2018 16:52, dick balaska wrote:&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or not. There is a real nice feeling about going into space at a &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; comfortable 40 km/h.&lt;/span&gt;

Hmm, I used to drive Z&amp;#195;&amp;#188;rich to Basel at 140 km/h, so that number is 
significant to me, and it's 3 digits. So, that's my target. Thanks! :)
(Or maybe I'll stick to the posted speed limit of 120 ;) )

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Math, and time, are most unforgiving mistresses.&lt;/span&gt;

Now that I've straightened this out, I wish I had done it sooner. The 
solution is separate ini files and different times for each edition 
(frame rate).  A tiny bit more tedious to set up, but way easier to 
manage and infinitely more accurate.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I guess the number or grey hairs on your head are increasing (or falling &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; out instead) exponentially. :-)&lt;/span&gt;

My Slovak stock is blessed with perdurable hair. And being blond, you 
can't even see the grey. :)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am sure all will be clarified in due time. I have full confidence on &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the issue.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

This is interesting (to me). For the first 5 years (1999-2003) I 
finished 1.2 minutes of animation a year.  The last 2.5 years since I 
picked this back up, my throughput is 2.1 minutes of animation a year. 
I have 5.5 minutes left to do.  If I can keep up this pace, I am 
targeting a Christmas 2020 finish date. :)

-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Apr 2018 18:51:49 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: ttlo [2939 days 16 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;On 3-4-2018 16:52, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 04/03/2018 02:59 AM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 2-4-2018 3:21, dick balaska wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Elvis has left the building.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; My next scene, Through the Liftoff of ...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttlo-720p.mp4&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; 195km??? And still visible from the ground???&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Very small km?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On the other side of that, I think it is 10km and hasn't even cleared &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the strongback.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I was worried you spacegeeks would freak out about that. :)&lt;/span&gt;

Just ignore them. No imagination at all. ;-)

In fact I think it is a brilliant feature. It throws people into 
confusion as they are caught by the action and forget the /reality/ of 
the playground. I was caught myself...

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In my defense, in some reality, the SpaceLoco is being carried by the &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; kid and is really no higher than an outstretched arm, 4 feet up. :)&lt;/span&gt;

Of course!

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The speedometer/tachometer sweep is what I used to see going from 0-100 &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; mph (in 6 seconds) on my CB650sc. Other than that I didn't put a lot of &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; control into the numbers. I wasn't sure where they'd end up.&amp;#194;&amp;#160; I will &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; figure out what I want those numbers to be and backport the increments &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to fit. -- I just watched yesterday's SpaceX launch; I need to really &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dial back the altitude and increase the speed. :)&lt;/span&gt;

Or not. There is a real nice feeling about going into space at a 
comfortable 40 km/h.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Major math disaster strikes!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So I have this 16:43 long song/movie.&amp;#194;&amp;#160; I break out a scene of a couple &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; of verses, between 1 and 2 minutes, and work on that.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The problem is, each scene can not end exactly on a frame, because I &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; support 23.976 and 30 fps, and because I was a little sloppy. Each scene &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is +-0.5 frames off, which added up over the scenes. Even worse, in the &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; movie, I have different start times for this scene depending on frame &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rate. :(&amp;#194;&amp;#160; I am off by 0.126 seconds from where I think I am, which is &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; horrible when trying to time it to music.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is a cumulative problem, and I never really noticed it because most &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; music cues happen on the peak of a sin curve, so if it is off by a &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; little it's not really noticeable.&amp;#194;&amp;#160; But, this scene, the countdown, &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; monitor2 on and monitor3 on all need to nail the timing.&amp;#194;&amp;#160; And in this &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene as presented here, they do.&amp;#194;&amp;#160; But, when I pasted it into the full &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; movie, it is off by 0.126 seconds and they look horrible.&amp;#194;&amp;#160; Even worse, &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; this is 30 fps, and the 23.976 fps edition has a different amount of &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; off-ness. [1]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So I have to do this scene in two different lengths. In the ini I pass&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Declare=__FPS__=30&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and adjust the duration and start time of the scene accordingly. :) :(&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And, the Thrusts and camera2/3 images are handled by Java [2] and *it* &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; needs to know the different scene durations and start times.&amp;#194;&amp;#160; Just ugh.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; At least at the end of this scene, my two timelines are resynced back up.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Math, and time, are most unforgiving mistresses.&lt;/span&gt;

I guess the number or grey hairs on your head are increasing (or falling 
out instead) exponentially. :-)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I love this scene! I thought the locomotive would travel along the &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; tracks but this is better.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Well done. Cannot wait to discover the destination.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I'm not real sure.&amp;#194;&amp;#160; Do I go into space? Do I fly around the room? both?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I cut the next scene at 2:13, which is my longest scene, and I'm not &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; sure what to do with it. :)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I am sure all will be clarified in due time. I have full confidence on 
the issue.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 4 Apr 2018 06:47:10 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: ttlo [2940 days 8 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;On 04/03/2018 02:59 AM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2-4-2018 3:21, dick balaska wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Elvis has left the building.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; My next scene, Through the Liftoff of ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttlo-720p.mp4&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 195km??? And still visible from the ground???&lt;/span&gt;

Very small km?

On the other side of that, I think it is 10km and hasn't even cleared 
the strongback.

I was worried you spacegeeks would freak out about that. :)

In my defense, in some reality, the SpaceLoco is being carried by the 
kid and is really no higher than an outstretched arm, 4 feet up. :)

The speedometer/tachometer sweep is what I used to see going from 0-100 
mph (in 6 seconds) on my CB650sc. Other than that I didn't put a lot of 
control into the numbers. I wasn't sure where they'd end up.  I will 
figure out what I want those numbers to be and backport the increments 
to fit. -- I just watched yesterday's SpaceX launch; I need to really 
dial back the altitude and increase the speed. :)


Major math disaster strikes!

So I have this 16:43 long song/movie.  I break out a scene of a couple 
of verses, between 1 and 2 minutes, and work on that.
The problem is, each scene can not end exactly on a frame, because I 
support 23.976 and 30 fps, and because I was a little sloppy. Each scene 
is +-0.5 frames off, which added up over the scenes. Even worse, in the 
movie, I have different start times for this scene depending on frame 
rate. :(  I am off by 0.126 seconds from where I think I am, which is 
horrible when trying to time it to music.

This is a cumulative problem, and I never really noticed it because most 
music cues happen on the peak of a sin curve, so if it is off by a 
little it's not really noticeable.  But, this scene, the countdown, 
monitor2 on and monitor3 on all need to nail the timing.  And in this 
scene as presented here, they do.  But, when I pasted it into the full 
movie, it is off by 0.126 seconds and they look horrible.  Even worse, 
this is 30 fps, and the 23.976 fps edition has a different amount of 
off-ness. [1]
So I have to do this scene in two different lengths. In the ini I pass
Declare=__FPS__=30
and adjust the duration and start time of the scene accordingly. :) :(
And, the Thrusts and camera2/3 images are handled by Java [2] and *it* 
needs to know the different scene durations and start times.  Just ugh.

At least at the end of this scene, my two timelines are resynced back up.


Math, and time, are most unforgiving mistresses.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I love this scene! I thought the locomotive would travel along the &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tracks but this is better.&lt;/span&gt;

:)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well done. Cannot wait to discover the &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; destination.&lt;/span&gt;

I'm not real sure.  Do I go into space? Do I fly around the room? both?
I cut the next scene at 2:13, which is my longest scene, and I'm not 
sure what to do with it. :)

-- 
dik
Rendered 328976 of 330000 (99%)

[1] 
http://git.buckosoft.com/gitweb/pov.cgi?p=tteoac.git;f=ttCommon/Storyboard.txt;hb=HEAD
(lines 59-60)

[2] http://www.buckosoft.com/javadoc/TteoacService/
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 3 Apr 2018 14:52:09 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: ttlo [2940 days 13 hours and 32 minutes ago]</title>
		<description>
&lt;pre&gt;On 04/02/2018 07:24 PM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Wow! You've certainly been busy. I especially like the playful-looking smoke&lt;/span&gt;

Thanks. I like that too. I hadn't thought of the term &amp;quot;playful-looking&amp;quot; 
but that's a good description. It is a bug that caused it to sputter, 
but I really liked that. (I underestimated MaxThrusts).

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; from the train's engine, AND the clever way you made the rocket (er, train)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; exhaust as it launches and lifts into the sky. Your animated patterned-sphere&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; technique is looking better and better.&lt;/span&gt;

It is getting there. I think I need logarithmic curve for the 
fade-to-clear. .999 becomes .9999 becomes .99999 etc.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well done!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Thanks!



-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 3 Apr 2018 10:13:38 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: ttlo [2940 days 16 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;On 2-4-2018 3:21, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Elvis has left the building.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My next scene, Through the Liftoff of ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttlo-720p.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

195km??? And still visible from the ground???

I love this scene! I thought the locomotive would travel along the 
tracks but this is better. Well done. Cannot wait to discover the 
destination.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 3 Apr 2018 06:59:37 GMT</pubDate>
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	<item>
		<title>[Kenneth] Re: ttlo [2941 days and 21 minutes ago]</title>
		<description>
&lt;pre&gt;Wow! You've certainly been busy. I especially like the playful-looking smoke
from the train's engine, AND the clever way you made the rocket (er, train)
exhaust as it launches and lifts into the sky. Your animated patterned-sphere
technique is looking better and better.

Well done!

(BTW, the video didn't come up immediately-- it was taking it's time loading or
something-- but on my 2nd try, I waited patiently and it finally showed up.)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 2 Apr 2018 23:25:01 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] ttlo [2941 days 22 hours and 25 minutes ago]</title>
		<description>
&lt;pre&gt;Elvis has left the building.
My next scene, Through the Liftoff of ...
http://www.buckosoft.com/tteoac/video/testRenders/ttlo-720p.mp4


-- 
dik
Rendered 328976 of 330000 (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 2 Apr 2018 01:21:14 GMT</pubDate>
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	<item>
		<title>[clipka] Re: In the Meantime a diversion. [2959 days 16 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;Am 14.03.2018 um 16:07 schrieb Stephen:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Whilst waiting for the Blender Pov Exporter team to fix a bug with the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Boids particle system exporting. Here is a Blender internal render. Not&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; the best quality, to keep the size under 5 Meg&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Coming soon a render using PovRay.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; [No pressure mr ;-)]&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Drat! T.bird delete only deletes it from t.bird.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I made a mistake &amp;quot;deleted&amp;quot; and reposted it in p.b.a.&lt;/span&gt;

There's &amp;quot;Cancel Message&amp;quot; in the &amp;quot;Message&amp;quot; menu. Which may or may not
work, dunno whether I ever tried it myself.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 15 Mar 2018 07:23:48 GMT</pubDate>
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	<item>
		<title>[Cousin Ricky] Re: In the Meantime a diversion. [2960 days 2 hours and 25 minutes ago]</title>
		<description>
&lt;pre&gt;On 2018-03-14 11:07 AM (-4), Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Drat! T.bird delete only deletes it from t.bird.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I made a mistake &amp;quot;deleted&amp;quot; and reposted it in p.b.a.&lt;/span&gt;

I made the identical mistake last April.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I did not think binary attachments were allowed in non binary groups.&lt;/span&gt;

The Web interface will not allow it, but Thunderbird doesn't care.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Mar 2018 21:20:33 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: In the Meantime a diversion. [2960 days 8 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Whilst waiting for the Blender Pov Exporter team to fix a bug with the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Boids particle system exporting. Here is a Blender internal render. Not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the best quality, to keep the size under 5 Meg&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Coming soon a render using PovRay.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [No pressure mr ;-)]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Drat! T.bird delete only deletes it from t.bird.
I made a mistake &amp;quot;deleted&amp;quot; and reposted it in p.b.a.

I did not think binary attachments were allowed in non binary groups.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Mar 2018 15:10:00 GMT</pubDate>
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	<item>
		<title>[Stephen] In the Meantime a diversion. [2960 days 9 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;Whilst waiting for the Blender Pov Exporter team to fix a bug with the 
Boids particle system exporting. Here is a Blender internal render. Not 
the best quality, to keep the size under 5 Meg
Coming soon a render using PovRay.

[No pressure mr ;-)]

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Mar 2018 14:26:52 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: ttlo WIP [2963 days 16 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;On 11-3-2018 5:33, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My next scene in progress.&amp;#194;&amp;#160; ttlo - Through the Liftoff of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (although I prefer &amp;quot;Railway to Heaven&amp;quot;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttlo-480p.mp4&lt;/span&gt;

Oooooh.... can't wait.... :-)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 11 Mar 2018 07:43:46 GMT</pubDate>
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	<item>
		<title>[dick balaska] ttlo WIP [2963 days 19 hours and 13 minutes ago]</title>
		<description>
&lt;pre&gt;My next scene in progress.  ttlo - Through the Liftoff of
(although I prefer &amp;quot;Railway to Heaven&amp;quot;)
http://www.buckosoft.com/tteoac/video/testRenders/ttlo-480p.mp4
-- 
dik
Rendered 920576 of 921600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 11 Mar 2018 04:33:27 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: tteoac-20180302 [2970 days 20 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;On 03/03/2018 02:43 AM, Thomas de Groot wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I love it. There is just that tantalising water surface we never breach. &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I wonder what there was beyond that.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

At one point, I was going to have Spongebob's island up there; a mound 
of sand and a single palm tree. (I think I'm landing on the beach after 
the space scene.) There is a leap out of the water, but, it's only 8-9 
frames and I couldn't justify it. There's also a bendy guitar note near 
there that I wanted to coincide with the leap, but couldn't get it 
right.  There's also no splash or anything, so it's hard to tell. Maybe 
I'll go back to it...

The surface was interesting. It was designed for multiple waves in 
different directions, but while testing it I liked the single wave. I 
think it's more in line with the rest of the &amp;quot;art&amp;quot;.
Each frame is a pre-generated, unique, heavy, 43MB mesh that has to get 
thrown to its server. If I'd known I was going to do the single wave, I 
prolly would have gone with building it out of cylinders. -- 43MB isn't 
too bad, until you consider, 1709+2138 frames (two frame rates). I'm 
carrying 160GB of mathematically simple meshes.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Your transitions between scenes are smart.&lt;/span&gt;

Thanks! My initial inspiration was &amp;quot;An American in Paris&amp;quot;. Gene Kelly 
choreographed a multi-scene 20 minute single camera, single shot ballet. 
These days I am also a big fan of the Ok Go music videos (usually single 
camera, single shot).

Did you notice the haus is rescaled and moved depending on whether you 
are looking out the front of the haus or the back?  I had to break that 
for the current scene. :( The kid runs out the back of the haus heading 
for the front. I can't have the backyard and front yard simultaneously.

Getting the lighting to match between scenes was &amp;quot;fun&amp;quot;.  One irksome 
thing; there is a scale change after the ReeferMagnets show, when the 
kid first starts moving again.  The lighting was perfect when I shot 
this in 4:3 for a DVD. But in 1.78, there is a lighting change visible. 
:) :(  Getting in and out of the cave was easy because I just lined it 
up at mostly black.

-- 
dik
Rendered 920576 of 921600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 4 Mar 2018 03:06:56 GMT</pubDate>
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		<title>[Thomas de Groot] Re: tteoac-20180302 [2971 days 16 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;On 3-3-2018 5:52, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have integrated my most recent scene into my movie.&amp;#194;&amp;#160; Also, a sneak &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; preview of the next scene I'm working on.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Start at like 8:30 if you've seen it before.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Same movie, different resolutions. Choose wisely.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/tteoac-480p-20180302.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/tteoac-720p-20180302.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I love it. There is just that tantalising water surface we never breach. 
I wonder what there was beyond that.

Your transitions between scenes are smart.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 3 Mar 2018 07:43:59 GMT</pubDate>
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	<item>
		<title>[dick balaska] tteoac-20180302 [2971 days 18 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;I have integrated my most recent scene into my movie.  Also, a sneak 
preview of the next scene I'm working on.

Start at like 8:30 if you've seen it before.


Same movie, different resolutions. Choose wisely.
http://www.buckosoft.com/tteoac/video/tteoac-480p-20180302.mp4
http://www.buckosoft.com/tteoac/video/tteoac-720p-20180302.mp4

-- 
dik
Rendered 920576 of 921600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 3 Mar 2018 04:52:00 GMT</pubDate>
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		<title>[greytery] Re: A Bit of Chess [2986 days 2 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 14.02.2018 um 23:28 schrieb greytery:&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For animations, frame-level job distribution will most certainly remain&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the most efficient solution, even once tile-level job distribution is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enabled.&lt;/span&gt;

Danke f&amp;#252;r die Abkl&amp;#228;rung/clarification.
It's also easier to manage from a recovery POV. (No apology - pun intended!)
Easier to recover a missing frame - but a missing tile would ruin several
clients work.
I've only been using a private, local farm with home-brew UDP plumbing - but
never hit a recovery problem.
If &amp;quot;we&amp;quot; were to distibute animations across the web, say, then tile-level
message passing overheads would be horrendous. There will always be an overhead
in distributing the jobs, mainly because there doesn't appear to be any way of
cacheing/sharing the parsing results ( am I wrong?).

In this example, the individual moves were ~1-4 second scenes, each job split
into 30-100 frames. So there is an even higher level of job management - and job
recovery. Frames is good!

I understand that the render engine efficiency has been improved in &amp;gt; 3.7 and I
look forwards to feeling the difference.

tery
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 16 Feb 2018 21:40:01 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: ttvo WIP [2986 days 4 hours and 4 minutes ago]</title>
		<description>
&lt;pre&gt;On 01/06/2018 01:21 PM, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is the scene I am currently working on, a 71 second clip&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttvo-480p.mp4&lt;/span&gt;

I think I'm about done with this scene.  New bits at the 30 second mark.

http://www.buckosoft.com/tteoac/video/testRenders/ttvo-480p.mp4

This is a picture of &amp;quot;forester&amp;quot;, a program I wrote to plant the trees 
(red) and build the parade (blue). The big blue spline is the Moray's 
path through the scene.  Darker red dots have an earlier birth time.
http://www.buckosoft.com/tteoac/g/forester.png

The database for forester is the povray file it generates itself.
http://git.buckosoft.com/gitweb/pov.cgi?p=tteoac.git;a=blob_plain;f=ttvo/ocean/forester.inc;hb=HEAD


-- 
dik
Rendered 920576 of 921600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 16 Feb 2018 19:42:23 GMT</pubDate>
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	<item>
		<title>[clipka] Re: A Bit of Chess [2987 days 10 hours and 39 minutes ago]</title>
		<description>
&lt;pre&gt;Am 14.02.2018 um 23:28 schrieb greytery:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Development seems to be changing the structure of POVRay so that maybe we can&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; distribute work at the tile level but that's not here yet. Currently frame level&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; works for me. And anyway it's not always clear whether work is more efficiently&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; done at either the frame or at the tile level, especially for longer runs of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames.&lt;/span&gt;

For animations, frame-level job distribution will most certainly remain
the most efficient solution, even once tile-level job distribution is
enabled.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 15 Feb 2018 13:07:24 GMT</pubDate>
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	<item>
		<title>[greytery] Re: A Bit of Chess [2988 days 1 hour and 16 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Heh. Nice node names. How many boxes are in the farm?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; 10 (3 i7, 5 i5, 2 Ryzen 1700 - all SSD and 8-16GB RAM).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well I'm jealous of *that*. I have (1) i7 and (3) i5.&lt;/span&gt;
So. That's a farm!!
Did I mention I was a 'consultant' before retiring? == adequate pension + loads
of time.
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; UDP huh? That's an interesting choice.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;  UDP is reliable enough.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yeah, it's reliable enough but ... I guess you're using some python&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; library to assemble the small packets into a big message (like the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; returned image).&lt;/span&gt;

Nope. It's pretty simple Python - no classes or Obscure Obfuscation. All done at
the POV frame level with a shared (SMB) folder. I call it
UDPov. UDPov Job manager sends text message to client(s) to render a batch(1) of
frames. UDPov client calls POVRay command line with .ini file name and
start/end frame number(s). Client then writes whole image back into shared
folder and polls for next. Folder fills up with the frames and eventually they
can be combined (ffmpeg).
Development seems to be changing the structure of POVRay so that maybe we can
distribute work at the tile level but that's not here yet. Currently frame level
works for me. And anyway it's not always clear whether work is more efficiently
done at either the frame or at the tile level, especially for longer runs of
frames.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I did an early innernet video game. UDP is great until it breaks. Error&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tracing is difficult. (I always thought it was me until my TiVo also&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; gave me the same useless &amp;quot;No route to host&amp;quot; message. It's the same lan,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you stupid box.)&lt;/span&gt;

I'm really talking 1970's here :-)  Back then you built in recovery at the
application level as well as at the network level.  Stupid application IMHO.
(but yeah. UDP is 'fire &amp;amp; forget' so you need to remember and retry. Er, did I
mention the 70's?)
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dik&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered 920576 of 921600 pixels (99%)&lt;/span&gt;
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Feb 2018 22:30:00 GMT</pubDate>
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		<title>[dick balaska] Re: A Bit of Chess [2988 days 4 hours and 25 minutes ago]</title>
		<description>
&lt;pre&gt;On 02/14/2018 01:33 PM, greytery wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 02/14/2018 12:16 PM, greytery wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Corners chosen because I wanted a longer spread, but I take your point.&lt;/span&gt;

That makes sense.

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Heh. Nice node names. How many boxes are in the farm?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 10 (3 i7, 5 i5, 2 Ryzen 1700 - all SSD and 8-16GB RAM).&lt;/span&gt;

Well I'm jealous of *that*. I have (1) i7 and (3) i5.
(Recently swapped an i5 and a Celeron for a new i5. More throughput, 
less node count).  My max node count was 8, but the family now all uses 
iPads and slow laptops that hibernate when you close the lid.

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;    The home-brew render job management is a bit of Python using&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; UDP(!!) over the gigabit LAN.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; UDP huh? That's an interesting choice.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Been writing comms code off &amp;amp; on since 1973. Back then it was teletypes,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dial-up. Went through the early internet thing, and was involved in maybe 7&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; TCP/IP subsystems. Our designs then used to fake the wiring between Host and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; User by drawing a {{cloud}}.  Have bought and sold international - and even&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; orbital - networking solutions as a consultant .... so when I retired and sat&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; down at home and checked out the best solution for a bunch of PCs connected to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the same  gigabit switch - who needs a cloud?  UDP is reliable enough.&lt;/span&gt;

Yeah, it's reliable enough but ... I guess you're using some python 
library to assemble the small packets into a big message (like the 
returned image).
I did an early innernet video game. UDP is great until it breaks. Error 
tracing is difficult. (I always thought it was me until my TiVo also 
gave me the same useless &amp;quot;No route to host&amp;quot; message. It's the same lan, 
you stupid box.)

-- 
dik
Rendered 920576 of 921600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Feb 2018 19:21:06 GMT</pubDate>
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		<title>[greytery] Re: A Bit of Chess [2988 days 5 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 02/14/2018 12:16 PM, greytery wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Last year I had some fun with POV-Ray animation. The main aim was to find some&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; (any?) way to utilise my mini-farm of PCs.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The main result of that time can be seen at: https://vimeo.com/242598466&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Very nice!&lt;/span&gt;
Hey thanks. I was just checking out YOUR 'Child'. Spooky or what!

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I love the sparkle effect where the king is first captured. Very liquid-y.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I like the shape of the mass of pieces when first laying out the board.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would have started them in the center back and expand left/right&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; instead of in the corner.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Corners chosen because I wanted a longer spread, but I take your point.

&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The subject was chosen to fit a piece of music by a Heavy Metal band (they're a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; lot heavier than this piece). The Chess is NOT the greatest of contests but it&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; fits. (No Chess experts please!)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well, you did need a match that fits in 1:50. Someone has to make a dumb&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; move. ;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Hey - I said No Chess exp ..
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The render farm is a mix of i7/i5 PCs (and recently a couple of Ryzens).  At&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; full tilt, that's pumping out over a kilowatt and perfect for a cool winter's&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; day. The master (Gru) is Win10 while the clients run Linux Mint (the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Mintions&amp;quot;).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Heh. Nice node names. How many boxes are in the farm?&lt;/span&gt;
10 (3 i7, 5 i5, 2 Ryzen 1700 - all SSD and 8-16GB RAM).
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   The home-brew render job management is a bit of Python using&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; UDP(!!) over the gigabit LAN.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; UDP huh? That's an interesting choice.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Been writing comms code off &amp;amp; on since 1973. Back then it was teletypes,
dial-up. Went through the early internet thing, and was involved in maybe 7
TCP/IP subsystems. Our designs then used to fake the wiring between Host and
User by drawing a {{cloud}}.  Have bought and sold international - and even
orbital - networking solutions as a consultant .... so when I retired and sat
down at home and checked out the best solution for a bunch of PCs connected to
the same  gigabit switch - who needs a cloud?  UDP is reliable enough.
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; tery&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dik&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Rendered 920576 of 921600 pixels (99%)&lt;/span&gt;
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Feb 2018 18:35:00 GMT</pubDate>
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		<title>[dick balaska] Re: A Bit of Chess [2988 days 5 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;On 02/14/2018 12:16 PM, greytery wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Last year I had some fun with POV-Ray animation. The main aim was to find some&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (any?) way to utilise my mini-farm of PCs.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The main result of that time can be seen at: https://vimeo.com/242598466&lt;/span&gt;

Very nice!
I love the sparkle effect where the king is first captured. Very liquid-y.
I like the shape of the mass of pieces when first laying out the board. 
I would have started them in the center back and expand left/right 
instead of in the corner.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The subject was chosen to fit a piece of music by a Heavy Metal band (they're a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; lot heavier than this piece). The Chess is NOT the greatest of contests but it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fits. (No Chess experts please!)&lt;/span&gt;

Well, you did need a match that fits in 1:50. Someone has to make a dumb 
move. ;)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The render farm is a mix of i7/i5 PCs (and recently a couple of Ryzens).  At&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; full tilt, that's pumping out over a kilowatt and perfect for a cool winter's&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; day. The master (Gru) is Win10 while the clients run Linux Mint (the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Mintions&amp;quot;).&lt;/span&gt;

Heh. Nice node names. How many boxes are in the farm?

  The home-brew render job management is a bit of Python using
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; UDP(!!) over the gigabit LAN.&lt;/span&gt;

UDP huh? That's an interesting choice.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tery&lt;/span&gt;


-- 
dik
Rendered 920576 of 921600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Feb 2018 17:51:49 GMT</pubDate>
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	<item>
		<title>[greytery] A Bit of Chess [2988 days 6 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Last year I had some fun with POV-Ray animation. The main aim was to find some
(any?) way to utilise my mini-farm of PCs.
The main result of that time can be seen at: https://vimeo.com/242598466

The subject was chosen to fit a piece of music by a Heavy Metal band (they're a
lot heavier than this piece). The Chess is NOT the greatest of contests but it
fits. (No Chess experts please!)

Python 3 was used to generate the POV-Ray pov/ini files, with most of the
parameters (timing, start/end distances) pre-generated in a spreadsheet. Some 50
pov/ini scenes were then farmed out in separate frames. The total number of
frames is ~1700 for ~1:50 secs of animation, including fillers and titles. The
final render session took ~25 hours, and the frames and soundtrack were finally
sewn together with ffmgeg at 25fps.

The render farm is a mix of i7/i5 PCs (and recently a couple of Ryzens).  At
full tilt, that's pumping out over a kilowatt and perfect for a cool winter's
day. The master (Gru) is Win10 while the clients run Linux Mint (the
&amp;quot;Mintions&amp;quot;). The home-brew render job management is a bit of Python using
UDP(!!) over the gigabit LAN.

tery
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 14 Feb 2018 17:20:08 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: ttvo WIP [2995 days 15 hours and 53 minutes ago]</title>
		<description>
&lt;pre&gt;On 7-2-2018 3:30, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 02/06/2018 03:11 AM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Fascinating project! Wonder what happens next.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I wasn't going to say anything yet, but in honor of Elon launching a car &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; into orbit today, I'll be launching a train. (Through the Liftoff of...)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttlo208.png&lt;/span&gt;

Lol!


-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 7 Feb 2018 07:53:03 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: ttvo WIP [2995 days 21 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;On 02/06/2018 03:11 AM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Fascinating project! Wonder what happens next.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I wasn't going to say anything yet, but in honor of Elon launching a car 
into orbit today, I'll be launching a train. (Through the Liftoff of...)
http://www.buckosoft.com/tteoac/video/testRenders/ttlo208.png

Even though I'm still working on the ocean, I started staging this 
because I'm concerned about the timing. I have a big musical cue coming 
up (7 beat hold). I want something dramatic for that. Originally, I was 
thinking the initial moment of 0g would be cool, but I'm nowhere near 
that.  Now I'm thinking it's going to be the ride up the elevator before 
launch.

But I'm almost out of time, meaning, that musical cue will never move 
and I'm getting closer to it.  It's a long run from the fishtank back 
out to the &amp;quot;yard&amp;quot;. It fits, but I'm not real happy about it. I have 
another minute's worth of ideas for the underwater scene that I scrapped 
because I don't have time.

-- 
dik
Rendered 920576 of 921600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 7 Feb 2018 02:30:11 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: ttvo WIP [2996 days 6 hours and 28 minutes ago]</title>
		<description>
&lt;pre&gt;On 06/02/2018 15:48, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 02/06/2018 05:25 AM, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 06/01/2018 18:21, dick balaska wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Clearly, I have issues with the y axis; ascending and descending is a &lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; bitch.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I didn't notice.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That was an older version's issue.&amp;#194;&amp;#160; I needed to add sky &amp;lt;&amp;gt; to my camera &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; calcs.&amp;#194;&amp;#160; The flashlight doesn't know about sky &amp;lt;&amp;gt; which is why it is not &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; totally locked into the corner there.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; I don't get the jitter on the head of the Moray, when the kid is &lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; riding on the ocean floor. I have no idea where that is coming from.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; It doesn't look bad though. Maybe swimming over rough ground.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Oh good. I wondered if I was talking myself into &amp;quot;it doesn't look bad&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

:-)
It adds a bit of variety to the movement.
But I know what you mean. After a while you lose all judgement.


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 6 Feb 2018 17:17:45 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: ttvo WIP [2996 days 7 hours and 58 minutes ago]</title>
		<description>
&lt;pre&gt;On 02/06/2018 05:25 AM, Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 06/01/2018 18:21, dick balaska wrote:&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Clearly, I have issues with the y axis; ascending and descending is a &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; bitch.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I didn't notice.&lt;/span&gt;

That was an older version's issue.  I needed to add sky &amp;lt;&amp;gt; to my camera 
calcs.  The flashlight doesn't know about sky &amp;lt;&amp;gt; which is why it is not 
totally locked into the corner there.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I don't get the jitter on the head of the Moray, when the kid is &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; riding on the ocean floor. I have no idea where that is coming from.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It doesn't look bad though. Maybe swimming over rough ground.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Oh good. I wondered if I was talking myself into &amp;quot;it doesn't look bad&amp;quot;.


-- 
dik
Rendered 920576 of 921600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 6 Feb 2018 15:48:14 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: ttvo WIP [2996 days 13 hours and 20 minutes ago]</title>
		<description>
&lt;pre&gt;On 06/01/2018 18:21, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is the scene I am currently working on, a 71 second clip&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttvo-480p.mp4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The holstered flashlight is perfect. No matter how much I screw up &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Camera and Lookat, it does its job. ;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I think the banking while riding on the Moray may be a bit much.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Just a little, I think.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Clearly, I have issues with the y axis; ascending and descending is a &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; bitch.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I didn't notice.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I don't get the jitter on the head of the Moray, when the kid is riding &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; on the ocean floor. I have no idea where that is coming from.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

It doesn't look bad though. Maybe swimming over rough ground.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 6 Feb 2018 10:25:46 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: ttvo WIP [2996 days 13 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;On 06/02/2018 08:11, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Fascinating project! Wonder what happens next.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

Yes and it stopped just as it was getting interesting.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 6 Feb 2018 10:20:13 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: ttvo WIP [2996 days 15 hours and 35 minutes ago]</title>
		<description>
&lt;pre&gt;Fascinating project! Wonder what happens next.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 6 Feb 2018 08:11:08 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: ttvo WIP [2996 days 16 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;On 01/06/2018 01:21 PM, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is the scene I am currently working on, a 71 second clip&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.buckosoft.com/tteoac/video/testRenders/ttvo-480p.mp4&lt;/span&gt;

My monthly update on my current scene.
There's a good ride on the moray. I give up on the vertical chatter in 
the Moray's head. I'm leaving it in as &amp;quot;artist's choice&amp;quot;. ;)

The submarine attacks the moray, but he doesn't return fire yet.

I think it's interesting, as we descend to the ocean floor, the 
flashlight flails about a little bit -- but the light stays perfectly 
focused where it's supposed to. It almost looks like the light is faked.

http://www.buckosoft.com/tteoac/video/testRenders/ttvo-480p.mp4

-- 
dik
Rendered 920576 of 921600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 6 Feb 2018 06:54:54 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] ttvo WIP [3027 days 5 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;This is the scene I am currently working on, a 71 second clip
http://www.buckosoft.com/tteoac/video/testRenders/ttvo-480p.mp4

The holstered flashlight is perfect. No matter how much I screw up 
Camera and Lookat, it does its job. ;)

I think the banking while riding on the Moray may be a bit much.

Clearly, I have issues with the y axis; ascending and descending is a bitch.

I don't get the jitter on the head of the Moray, when the kid is riding 
on the ocean floor. I have no idea where that is coming from.

-- 
dik
Rendered 344576 of 345600 pixels (99%)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 6 Jan 2018 18:21:51 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Clockless_Animation [3027 days 17 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;Am 06.01.2018 um 02:19 schrieb muyu:

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; In essence, `#persistent` works like `#declare`, but the variable sticks&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; around until UberPOV exits.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; You'll still need to assemble the contents of such persistent variables&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; into a new scene for each frame; however, you can prepare arbitrarily&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; complex objects in this manner, such as nested CSG unions.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks a lot for your suggestions. But it still need parsing from frame to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frame.&lt;/span&gt;

Well, yes, of course. The scene needs to be parsed again for each frame,
if only to insert the `#persistent`-declared object into the scene for
that frame in a manner that's unique to that particular frame (after all
you want /some/ difference between the frames of an animation).

Parsing speed is still increased, because UberPOV doesn't actually need
to process the tokens in the `#ifndef FOO #persistent FOO = ... #endif`
blocks again, but can just skip over them instead. For example, in an
image based pigment the most time is spent in loading the actual image
file, not parsing.

In cases where the block is just a long litany of loopless SDL code that
would be easy to parse except for its sheer length (as might be the case
for mesh2 objects), another trick you can use is to pull out that code
into an include file, and place the `#include` statement into the
`#ifndef... #endif` block, e.g.:

    // main file
    #ifndef MyMesh
      #include &amp;quot;mymesh.inc&amp;quot;
    #endif
    object { MyMesh }

    // mymesh.inc
    #persistent MyMesh = mesh2 {
      ...
    }

Or, if your mesh is generated by a 3rd party utility and uses
`#declare`, you might use:

    // main file
    #ifndef MyMesh
      #include &amp;quot;mymesh.inc&amp;quot;
      #persistent MyMesh = object { ExportedMesh }
    #endif

    // mymesh.inc
    #declare ExportedMesh = mesh2 {
      ...
    }
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 6 Jan 2018 05:55:27 GMT</pubDate>
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	<item>
		<title>[muyu] Re: Clockless_Animation [3027 days 22 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 04.01.2018 um 13:02 schrieb muyu:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Am 03.01.2018 um 16:16 schrieb muyu:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; I did another search in the forum. It seems that UberPOV can pass data through&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; frames without parsing each time. Is this true?&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Yes, absolutely.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I did not find material to show how to use this feature. Could you please give&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; an simple example? Thanks a lot.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For example, to load a complex mesh just once, you could use:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #ifndef MyMesh&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;       #persistent MyMesh = mesh { ... }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #endif&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     object { MyMesh }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or, to load an image map just once, you could use:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #ifndef MyPigment&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;       #persistent MyPigment = pigment {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         image_map { ... }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;       }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #endif&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     object { SomeObject&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;       texture {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         pigment { MyPigment }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         finish { ... }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;       }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In essence, `#persistent` works like `#declare`, but the variable sticks&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; around until UberPOV exits.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You'll still need to assemble the contents of such persistent variables&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; into a new scene for each frame; however, you can prepare arbitrarily&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; complex objects in this manner, such as nested CSG unions.&lt;/span&gt;

Thanks a lot for your suggestions. But it still need parsing from frame to
frame. I upload my pov file in this link
http://news.povray.org/povray.binaries.animations/message/%3Cweb.5a50228f5c821073553834de0%40news.povray.org%3E/#%3Cweb
.5a50228f5c821073553834de0%40news.povray.org%3E

Could you please help have a look? Thanks a lot in advance.

Have a nice weekend
Shouyang
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 6 Jan 2018 01:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Clockless_Animation [3029 days 7 hours and 5 minutes ago]</title>
		<description>
&lt;pre&gt;Am 04.01.2018 um 13:02 schrieb muyu:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Am 03.01.2018 um 16:16 schrieb muyu:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; I did another search in the forum. It seems that UberPOV can pass data through&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; frames without parsing each time. Is this true?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Yes, absolutely.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I did not find material to show how to use this feature. Could you please give&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; an simple example? Thanks a lot.&lt;/span&gt;

For example, to load a complex mesh just once, you could use:

    #ifndef MyMesh
      #persistent MyMesh = mesh { ... }
    #endif
    object { MyMesh }

Or, to load an image map just once, you could use:

    #ifndef MyPigment
      #persistent MyPigment = pigment {
        image_map { ... }
      }
    #endif
    object { SomeObject
      texture {
        pigment { MyPigment }
        finish { ... }
      }
    }


In essence, `#persistent` works like `#declare`, but the variable sticks
around until UberPOV exits.

You'll still need to assemble the contents of such persistent variables
into a new scene for each frame; however, you can prepare arbitrarily
complex objects in this manner, such as nested CSG unions.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 4 Jan 2018 16:40:35 GMT</pubDate>
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	</item>
	<item>
		<title>[muyu] Re: Clockless_Animation [3029 days 11 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 03.01.2018 um 16:16 schrieb muyu:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I did another search in the forum. It seems that UberPOV can pass data through&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; frames without parsing each time. Is this true?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yes, absolutely.&lt;/span&gt;

I did not find material to show how to use this feature. Could you please give
an simple example? Thanks a lot.

Shouyang
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 4 Jan 2018 12:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Clockless_Animation [3030 days 5 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Am 03.01.2018 um 16:16 schrieb muyu:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I did another search in the forum. It seems that UberPOV can pass data through&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; frames without parsing each time. Is this true?&lt;/span&gt;

Yes, absolutely.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 3 Jan 2018 18:20:04 GMT</pubDate>
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	</item>
	<item>
		<title>[muyu] Re: Clockless_Animation [3030 days 8 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 06/26/2017 03:28 PM, Thorsten Froehlich wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;muyu&amp;quot; &amp;lt;lsy###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; I would like to generate animation using a very big file. It took a lot of time&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; in sparsing. Each time, only the camera position will change.  As I see,&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Clockless_Animation may be the function to save the time cost.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; I set the following in .ini file:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Real_Time_Raytracing = on&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Clockless_Animation = on&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; I add several camera positions, but there is in the DSL. The rendering runs&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; without stop and no output.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; I guess that I missed some information. Thanks in advance.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; You are mixing up two things. The real-time raytracing &amp;quot;feature&amp;quot; is just a demo&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; mode on Windows, and was never meant to be used for anything useful other than&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; showing how powerful modern processors are, i.e. on a computer at at least&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; tradeshow booth.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The clockless animation on the other hand is a useful features that allows you&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; to move the camera in a scene without reparsing. While it was developed for the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; demo mode at first, and that is probably where you got the idea to use both&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; settings together, but really, you just need to disable the real-time rendering&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; option (which effectively just screws up internal options and their logic to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; bypass certain code needed for proper rendering). Then, the clockless animation&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; shoudl work as documented as long as you have a camera for each frame in your&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; scene as described in the docs.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for the information. I tried the clockless option apart from the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; real time rendering option without success. Results just posted at:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/POV-Ray/povray/issues/301&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am I missing how to make clockless animation (no scene reload) work on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; linux?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;

Happy new year first. I am back to this problem.

I did another search in the forum. It seems that UberPOV can pass data through
frames without parsing each time. Is this true?
The discussion is here
http://news.povray.org/povray.animations/thread/%3Cweb.565084806f515a457a3e03fe0%40news.povray.org%3E/?mtop=403126

Thanks in advance.

Shouyang
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 3 Jan 2018 15:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[muyu] Re: What developers for animation of the using b... [3030 days 8 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 22.11.2015 um 11:41 schrieb LanuHum:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; UberPOV does provide a way to carry over selected data from one frame to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; the next though.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; How it is realized?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Besides global and local variables, UberPOV has an additional&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;super-global&amp;quot; variable scope, which carries over from frame to frame&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (and even from scene to scene, in the Windows version; this is an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; unintended side effect but difficult to get rid of in the current&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; architecture) as long as you don't exit POV-Ray or explicitly get rid of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the variable using &amp;quot;#undef&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The keyword to define a variable at this &amp;quot;super-global&amp;quot; scope is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;#persistent&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; To actually benefit from the mechanism, you'd typically use:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #ifndef(Foo)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #persistent Foo = ...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #endif&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (There is one known caveat: Random number generators currently can't be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; carried over between frames.)&lt;/span&gt;

I met this problem also. Could you please give some more details? It will be
very nice if you can give an example. Thanks a lot in advance.

Shouyang
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 3 Jan 2018 15:15:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Emissive df3 of a cone with a spiral texture. [3137 days 5 hours and 24 minutes ago]</title>
		<description>
&lt;pre&gt;On 18/09/2017 18:30, clipka wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 18.09.2017 um 18:18 schrieb Stephen:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 18/09/2017 16:59, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;  &amp;#194;&amp;#160;jhu's tga2png&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; What were my fingers thinking of?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; tga2df3 of course. :-(&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This is odd: When I first look at the original post, I see something sane.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When I then click on that follow-up of yours, that looks ok as well.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When I then click back on the original post, I see a concatenation of a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; huge bunch of messages - until I close T'bird and open it again.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What's even more odd is that this is reproducible.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I don't see that but I must admit Thunderbird has, for me, been playing 
up recently. T'bird has been getting flaky, not downloading the message, 
occasionally.


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 18 Sep 2017 18:21:31 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Emissive df3 of a cone with a spiral texture. [3137 days 6 hours and 15 minutes ago]</title>
		<description>
&lt;pre&gt;Am 18.09.2017 um 18:18 schrieb Stephen:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 18/09/2017 16:59, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;#194;&amp;#160;jhu's tga2png&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What were my fingers thinking of?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tga2df3 of course. :-(&lt;/span&gt;

This is odd: When I first look at the original post, I see something sane.

When I then click on that follow-up of yours, that looks ok as well.

When I then click back on the original post, I see a concatenation of a
huge bunch of messages - until I close T'bird and open it again.

What's even more odd is that this is reproducible.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 18 Sep 2017 17:30:58 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Emissive df3 of a cone with a spiral texture. [3137 days 7 hours and 28 minutes ago]</title>
		<description>
&lt;pre&gt;On 18/09/2017 16:59, Stephen wrote:
  jhu's tga2png

What were my fingers thinking of?

tga2df3 of course. :-(


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 18 Sep 2017 16:18:13 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Emissive df3 of a cone with a spiral texture. [3137 days 7 hours and 47 minutes ago]</title>
		<description>
&lt;pre&gt;I'm still messing about with df3s
This is a test rendering.
I've inveigled jr to convert jhu's tga2png code to save R,G &amp;amp; B df3's 
with no averaging. So each outputted df3 contains only one colour channel.


https://youtu.be/YwSt3phQkuA

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 18 Sep 2017 15:59:15 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3206 days 18 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; CLOCK (for the camera only) needs to be substituted with a #declared name:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare CLK = 0; // no longer the real clock&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #while(CLK &amp;lt; 1.0)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; // new camera statement...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; camera {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   perspective&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   location  &amp;lt;0, 3 - 1.5*CLK, -5&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   look_at   &amp;lt;-3*CLK, 2 - 1.2*CLK,  .5*CLK&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   right     x*image_width/image_height&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   angle 55&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #declare CLK = CLK + .005; // assuming that the original animation ran&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; // for 200 frames-- 1.0/.005 = 200&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; For doing a typical NORMAL render of the animation, all that's necessary&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is to comment-out the added #while-loop-specific parts (and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; re-#declare CLK = clock).&lt;/span&gt;

While doing some more tests of these features, I discovered that I made a small
mistake in that final comment, and in how I set up the #while loop itself-- due
to the nature of how CLOCK normally runs.

On the first frame of a regular animation, CLOCK is equal to 1/200, not 0.0
(assuming that the animation length in either scenario is 200 frames.) To get
consistent animation when switching back and forth between scenarios, the #while
loop should be like this when rendering with  +kla  +rtr  ...

#declare CLK = 1/200; // not zero
#while(CLK &amp;lt;= 1.0) // &amp;lt;= , not &amp;lt;
// new camera statement...
camera {
  perspective
  location  &amp;lt;0, 3 - 1.5*CLK, -5&amp;gt;
  look_at   &amp;lt;-3*CLK, 2 - 1.2*CLK,  .5*CLK&amp;gt;
  right     x*image_width/image_height
  angle 55
 }
#declare CLK = CLK + .005; // assuming that the original animation ran
// for 200 frames-- 1.0/.005 = 200
 #end
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 11 Jul 2017 04:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3213 days 8 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 03.07.2017 um 18:27 schrieb Kenneth:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Once I install it there and see the results, I might even try to do&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; likewise in one of the latest 3.71 'beta' releases-- just to see what&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; happens ;-)  If there is a tremendous explosion on the East Coast of&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; the U.S., you'll know the source, ha!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You shouldn't do that.&lt;/span&gt;

:-O

Good safety tip!! I was just about ready to 'light the fuse'...

Disaster averted! Thanks.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 4 Jul 2017 15:10:00 GMT</pubDate>
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		<link>//news.povray.org/*/message/%3Cweb.595baf55992dfbe2883fb31c0%40news.povray.org%3E/#%3Cweb.595baf55992dfbe2883fb31c0%40news.povray.org%3E</link>
	</item>
	<item>
		<title>[Bald Eagle] Re: Clockless_Animation [3214 days 4 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If there&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is a tremendous explosion on the East Coast of the U.S., you'll know the source,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ha!&lt;/span&gt;

They'll probably still try to blame it on us here in NH.
:|
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Jul 2017 19:20:00 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Clockless_Animation [3214 days 6 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;Am 03.07.2017 um 18:27 schrieb Kenneth:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; As guessed by Stephen, that would be the source package, which you&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; /could/ use to compile UberPOV from source codes.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; [snip]&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://github.com/UberPOV/UberPOV/releases&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; There, for each such well-defined version you'll again find at least the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; corresponding source code package (in both zip and tar.gz format), but&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; usually also pre-built Windows binaries.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Excellent! Thanks (and to Stephen and Green as well.) Yeah, the Github way of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; doing things seems a bit odd and convoluted. Well, at least to me...&lt;/span&gt;

I guess it's not GitHub in particular, but rather git. (And yes, that's
/penultimately/ Linux-ey; not surprising actually, given that it was
/invented/ by Linus Torvalds himself /for/ kernel development ;))

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; SO... to help others... the Windows binary download (I happen to have chosen the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 64-bit version) is only a single file called   Uberpov64  and is meant to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (temporarily) replace v3.70's  'pvengine'  file, in POV-Ray's &amp;quot;bin&amp;quot; directory--&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; identical to how the various 3.71 ALPHA releases were installed.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Once I install it there and see the results, I might even try to do likewise in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; one of the latest 3.71 'beta' releases-- just to see what happens ;-)  If there&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is a tremendous explosion on the East Coast of the U.S., you'll know the source,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ha!&lt;/span&gt;

You shouldn't do that. There is no advantage in transplanting UberPOV to
a v3.7.1-beta system whatsoever; to the contrary, you may find UberPOV
interfering with the v3.7.0 installation in interesting ways.

(In a nutshell, the v3.7.1-beta uses directories and registry keys named
&amp;quot;v3.7-beta&amp;quot;, whereas v3.7.0 and the latest UberPOV versions use registry
keys named &amp;quot;v3.7&amp;quot;.)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Jul 2017 16:55:53 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3214 days 7 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; As guessed by Stephen, that would be the source package, which you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; /could/ use to compile UberPOV from source codes.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [snip]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/UberPOV/UberPOV/releases&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; There, for each such well-defined version you'll again find at least the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; corresponding source code package (in both zip and tar.gz format), but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; usually also pre-built Windows binaries.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Excellent! Thanks (and to Stephen and Green as well.) Yeah, the Github way of
doing things seems a bit odd and convoluted. Well, at least to me...

SO... to help others... the Windows binary download (I happen to have chosen the
64-bit version) is only a single file called   Uberpov64  and is meant to
(temporarily) replace v3.70's  'pvengine'  file, in POV-Ray's &amp;quot;bin&amp;quot; directory--
identical to how the various 3.71 ALPHA releases were installed.

Once I install it there and see the results, I might even try to do likewise in
one of the latest 3.71 'beta' releases-- just to see what happens ;-)  If there
is a tremendous explosion on the East Coast of the U.S., you'll know the source,
ha!
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Jul 2017 16:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Clockless_Animation [3214 days 17 hours and 54 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/2/2017 11:56 PM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Exterminate! Exterminate! Exterminate!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You would make Davros proud.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

I am of that age. :)

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 3 Jul 2017 05:51:42 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Clockless_Animation [3215 days and 46 minutes ago]</title>
		<description>
&lt;pre&gt;&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Exterminate! Exterminate! Exterminate!&lt;/span&gt;

You would make Davros proud.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Jul 2017 23:00:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Clockless_Animation [3215 days 3 hours and 13 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/2/2017 8:37 PM, green wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Am 29.06.2017 um 21:05 schrieb Bald Eagle:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; You might be interested to hear that _UberPOV_ already provides an&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; experimental mechanism that can be used to that end:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; [snip]&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; (In UberPOV for Windows, this mechanism will even retain data between&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; consecutive runs of a single-frame scene...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;  From visiting the UberPOV Github repository here...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://github.com/UberPOV/UberPOV&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; ... I'm honestly not sure how to download it, or which of the separate components&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; are needed. I assume that this is the Windows version(?) Does it need to be&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; *compiled* on my end? I don't see a clearly-labeled Windows executable there.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it is not you; it is github.  github is retarded.  i suspect it was made by&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; linuxians.&lt;/span&gt;

Exterminate! Exterminate! Exterminate!

https://www.youtube.com/watch?v=mxD-5z_xHBU

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;    above the red bar is cryptic scribbling 'commits', 'branches', 'releases' etc,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; click on 'releases'.  there you will find the binaries.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Thanks for the info. :D


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Jul 2017 20:33:17 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Clockless_Animation [3215 days 3 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;Am 02.07.2017 um 18:02 schrieb Kenneth:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; From visiting the UberPOV Github repository here...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/UberPOV/UberPOV&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ... I'm honestly not sure how to download it, or which of the separate components&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; are needed. I assume that this is the Windows version(?) Does it need to be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *compiled* on my end? I don't see a clearly-labeled Windows executable there.&lt;/span&gt;

As guessed by Stephen, that would be the source package, which you
/could/ use to compile UberPOV from source codes.

To be precise, it would be the source package of the development branch,
with the latest changes, which is usually not what you want: Even if you
did intend to build from source code, you'd normally want an iteration
of the source code that has a well-defined version number associated,
which you can find at:

https://github.com/UberPOV/UberPOV/releases

There, for each such well-defined version you'll again find at least the
corresponding source code package (in both zip and tar.gz format), but
usually also pre-built Windows binaries.


I guess I should overhaul the `README.md` file (which is displayed at
the bottom of https://github.com/UberPOV/UberPOV) to include an obvious
link to the releases section; as soon as I find the time of course.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Jul 2017 20:04:33 GMT</pubDate>
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	</item>
	<item>
		<title>[green] Re: Clockless_Animation [3215 days 4 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Am 29.06.2017 um 21:05 schrieb Bald Eagle:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; You might be interested to hear that _UberPOV_ already provides an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; experimental mechanism that can be used to that end:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; [snip]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; (In UberPOV for Windows, this mechanism will even retain data between&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; consecutive runs of a single-frame scene...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; From visiting the UberPOV Github repository here...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/UberPOV/UberPOV&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ... I'm honestly not sure how to download it, or which of the separate components&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; are needed. I assume that this is the Windows version(?) Does it need to be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *compiled* on my end? I don't see a clearly-labeled Windows executable there.&lt;/span&gt;

it is not you; it is github.  github is retarded.  i suspect it was made by
linuxians.
  above the red bar is cryptic scribbling 'commits', 'branches', 'releases' etc,
click on 'releases'.  there you will find the binaries.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Jul 2017 19:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Clockless_Animation [3215 days 6 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/2/2017 5:02 PM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Am 29.06.2017 um 21:05 schrieb Bald Eagle:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; You might be interested to hear that _UberPOV_ already provides an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; experimental mechanism that can be used to that end:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; [snip]&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; (In UberPOV for Windows, this mechanism will even retain data between&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; consecutive runs of a single-frame scene...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  From visiting the UberPOV Github repository here...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/UberPOV/UberPOV&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; .... I'm honestly not sure how to download it, or which of the separate components&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; are needed. I assume that this is the Windows version(?) Does it need to be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; *compiled* on my end? I don't see a clearly-labeled Windows executable there.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
There is a green button near the top right which will start a download.
I had a quick look at the zip file and could not see any msi or exe 
files. so it looks like a compile.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Jul 2017 16:59:46 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3215 days 7 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 29.06.2017 um 21:05 schrieb Bald Eagle:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You might be interested to hear that _UberPOV_ already provides an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; experimental mechanism that can be used to that end:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; [snip]&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (In UberPOV for Windows, this mechanism will even retain data between&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; consecutive runs of a single-frame scene...&lt;/span&gt;

From visiting the UberPOV Github repository here...

https://github.com/UberPOV/UberPOV

... I'm honestly not sure how to download it, or which of the separate components
are needed. I assume that this is the Windows version(?) Does it need to be
*compiled* on my end? I don't see a clearly-labeled Windows executable there.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 2 Jul 2017 16:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Clockless_Animation [3216 days 7 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;On 7/1/2017 5:17 PM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I can see Kenneth salivating now, rubbing his hands together, and getting the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; 42-cup coffee urn fired up for some very nice animations....   :D&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;   Yessirree!  (I haven't tried using UberPOV yet; I need to dip my toes into&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that! So little time, so much to do...)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
I is worth using it even it is only for the speedup.


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 1 Jul 2017 16:27:40 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3216 days 7 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I can see Kenneth salivating now, rubbing his hands together, and getting the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 42-cup coffee urn fired up for some very nice animations....   :D&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
 Yessirree!  (I haven't tried using UberPOV yet; I need to dip my toes into
that! So little time, so much to do...)
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 1 Jul 2017 16:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Clockless_Animation [3217 days 8 hours and 47 minutes ago]</title>
		<description>
&lt;pre&gt;On 6/30/2017 6:14 AM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;   From what I can remember is that Clockless_Animation was implemented as&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; a demo to show that it could be done, some time ago. But no one showed&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; any interest in it and it was left as it was.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have to admit that I didn't work with it either-- mainly because I didn't&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; truly know HOW to use it! But I'm beginning to see the real power of these new&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; features. I just ran an older and not-too-complex animation scene (with a few&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; necessary changes to the camera definition) and saw a 3-fold decrease in total&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render time. With a *complex* slow-to-parse scene, the time-savings could be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; enormous! Of course, right now only the camera can be moved; but that's quite&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; useful by itself, for testing.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

The mesh_camera is another feature that came out about the same time, I 
think. I've read the docs and still don't understand what it does. :(


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If I had only known... :-(&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

The story of my life. :)


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jun 2017 14:58:29 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Clockless_Animation [3217 days 9 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You might be interested to hear that _UberPOV_ already provides an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; experimental mechanism that can be used to that end:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #persistent Foo = ...;&lt;/span&gt;
.....
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This mechanism is also flexible enough to define the individual&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; components of your animation's dynamic portion just once, and in the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; individual frames just rotate and translate them to their final&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; orientation and location.&lt;/span&gt;

Aha.  So many things to experiment with, and it hadn't occurred to me that the
#persistent directive would be applicable to things other than &amp;quot;variables&amp;quot; -
though I suppose to a certain degree, everything is just an identifier with
&amp;quot;data&amp;quot; stuffed into that bin.
I can see Kenneth salivating now, rubbing his hands together, and getting the
42-cup coffee urn fired up for some very nice animations....   :D

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (In UberPOV for Windows, this mechanism will even retain data between&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; consecutive runs of a single-frame scene, or even different scenes; but&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that's more an unintended side effect of its implementation rather than&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; deliberate, and may be subject to change. In essence, variables declared&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using `#persistent` are just never deleted as long as UberPOV is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; running. This may be subject to change.)&lt;/span&gt;

Hmmm.
And I suppose a way to undo that would be #ifdef() and then #undef().
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jun 2017 14:10:01 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Clockless_Animation [3217 days 16 hours and 27 minutes ago]</title>
		<description>
&lt;pre&gt;Am 29.06.2017 um 21:05 schrieb Bald Eagle:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; About this whole clockless animation - It would be interesting if it could be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; modified so that POV-Ray split a scene into 2 separately parsed sections - a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; static part, and a dynamic part.  Then you could have, say, a complex terrain&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that takes forever to parse - but only gets parsed once, and then clouds or the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; sun, or an automobile or a ball that is the only thing that changes position in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the scene.&lt;/span&gt;

You might be interested to hear that _UberPOV_ already provides an
experimental mechanism that can be used to that end:

    #persistent Foo = ...;

defines an identifier that will survive across parser runs in an
animation. So you could use

    #ifndef(MyStaticScene)
      #persistent MyStaticScene = union {
        // Static stuff present in all frames goes here
      }
    #end
    object { MyStaticScene }
    // Dynamic stuff changing between individual frames goes here

This mechanism is also flexible enough to define the individual
components of your animation's dynamic portion just once, and in the
individual frames just rotate and translate them to their final
orientation and location.


(In UberPOV for Windows, this mechanism will even retain data between
consecutive runs of a single-frame scene, or even different scenes; but
that's more an unintended side effect of its implementation rather than
deliberate, and may be subject to change. In essence, variables declared
using `#persistent` are just never deleted as long as UberPOV is
running. This may be subject to change.)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jun 2017 07:18:31 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3217 days 18 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  From what I can remember is that Clockless_Animation was implemented as&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a demo to show that it could be done, some time ago. But no one showed&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; any interest in it and it was left as it was.&lt;/span&gt;

I have to admit that I didn't work with it either-- mainly because I didn't
truly know HOW to use it! But I'm beginning to see the real power of these new
features. I just ran an older and not-too-complex animation scene (with a few
necessary changes to the camera definition) and saw a 3-fold decrease in total
render time. With a *complex* slow-to-parse scene, the time-savings could be
enormous! Of course, right now only the camera can be moved; but that's quite
useful by itself, for testing.

If I had only known... :-(
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jun 2017 05:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3217 days 18 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;Forgot to add this:

If POV-Ray's 'animation' feature is already 'on' (i.e., Final_Frame = ...) it
can be left on (or turned off); either way doesn't matter, as it's completely
ignored. The number of CAMERAS in the scene determines the length of the
animation.
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jun 2017 05:00:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3217 days 18 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 3)...But unexpectedly, the animation proceeded *past* frame&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 100; in fact, it's never-ending, unless you stop the render.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

That's not quite correct. The demo scene contains a #while loop, with the 'total
number of cameras' determined by the loop's counter. Although the animation
*does* proceed forever, it's because the #while loop itself is endlessly
repeated-- kind of like viewing an animated movie clip (with a definite number
of frames) that continuously loops. A clever feature, IMO!

From further experimenting, here are a few more bits of behavior worth
mentioning...

* The cameras in the scene don't *need* to be created in a #while loop or #for
loop (although that's definitely the most practical approach.) You could write
1001 INDIVIDUAL camera definitions-- with changing values of course-- and the
cameras are chosen one after another automatically, one for each new animation
frame.

* Using only 'real-time raytracing' ( +rtr )  *by itself* has odd behavior: Only
one animation frame appears-- it's with the *final* camera-- but the rendering
continues 'behind the scenes' endlessly.

* If your animated scene already has 'clock' and/or 'frame_number' in it for
changing something, that's OK, you don't need to comment-out those things; but
those actions are ignored (as if clock and frame_number are both set to zero and
remain so.) For that reason alone, you can't change anything in the scene
*except* the camera. But that's really useful anyway, for doing quick(er)
camera-movement test renders.

Given a typical animation scene-- one that wasn't initially set up to use these
features -- here's one way to make a few minor changes to the camera so that it
will work correctly (assuming that the camera was using 'clock' to vary its
parameters, and with default values of 0.0-to-1.0 for simplicity):

ORIGINAL camera statement example:
camera {
  perspective
  location  &amp;lt;0, 3 - 1.5*clock, -5&amp;gt;
  look_at   &amp;lt;-3*clock, 2 - 1.2*clock,  .5*clock&amp;gt;
  right     x*image_width/image_height
  angle 55
}

CLOCK (for the camera only) needs to be substituted with a #declared name:
#declare CLK = 0; // no longer the real clock

#while(CLK &amp;lt; 1.0)
// new camera statement...
camera {
  perspective
  location  &amp;lt;0, 3 - 1.5*CLK, -5&amp;gt;
  look_at   &amp;lt;-3*CLK, 2 - 1.2*CLK,  .5*CLK&amp;gt;
  right     x*image_width/image_height
  angle 55
}
#declare CLK = CLK + .005; // assuming that the original animation ran
// for 200 frames-- 1.0/.005 = 200
#end

For doing a typical NORMAL render of the animation, all that's necessary is to
comment-out the added #while-loop-specific parts (and re-#declare CLK = clock).
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jun 2017 04:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3217 days 19 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In order to really see the time-savings of these rendering features, I wanted&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the scene to take much more time to initially parse. (The scene as-is parses too&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fast on a modern computer.) The simplest way I could think of was to add  a box&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; object to the scene, with a HIGH-rez image_map on it. That did the trick ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

There's an even simpler way to create meaningless extra parsing time for the
first animation frame: use a meaningless #while loop!

#declare K = 0;
#while(K &amp;lt;= 10000)
#declare K = K + .01;
#end

Change values to waste as much time as you want. ;-)
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 30 Jun 2017 03:50:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Clockless_Animation [3218 days 3 hours and 58 minutes ago]</title>
		<description>
&lt;pre&gt;On 6/29/2017 7:18 PM, Kenneth wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I ran some tests in Windows--&lt;/span&gt;

 From what I can remember is that Clockless_Animation was implemented as 
a demo to show that it could be done, some time ago. But no one showed 
any interest in it and it was left as it was. A Proof of concept.
I will be pleasantly surprised if it can be brought into a useful state,

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 29 Jun 2017 19:47:46 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Clockless_Animation [3218 days 4 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Kenneth&amp;quot; &amp;lt;kdw###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would agree with previous posts here that the documentation needs more&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; information and clarity about these features: their co-dependent operation; the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; fact that POV-Ray's 'animation' feature does not need to be turned on; etc.&lt;/span&gt;

I'd say that packaging a working scene file and .ini in a subdirectory of the
distribution, posting it here, or including it the docs is by far the best way
to &amp;quot;document&amp;quot; its usage.


About this whole clockless animation - It would be interesting if it could be
modified so that POV-Ray split a scene into 2 separately parsed sections - a
static part, and a dynamic part.  Then you could have, say, a complex terrain
that takes forever to parse - but only gets parsed once, and then clouds or the
sun, or an automobile or a ball that is the only thing that changes position in
the scene.

I don't know if that's feasible, but just throwing it out there.  ;)
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 29 Jun 2017 19:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: Clockless_Animation [3218 days 5 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;I ran some tests in Windows-- with the downloaded demo scene &amp;quot;cube_rtr.pov&amp;quot; and
its &amp;quot;cube.inc&amp;quot; file-- and this is what I've found. (I happen to be running
POV-Ray v3.7.1 beta 8)

1) I turned on animation in my 'quickres.ini' file, by specifying
'Final_Frame=100'-- assuming that it was required. By the way, the demo scene
does not have the 'frame_number' keyword anywhere (or 'clock' either, for that
matter.)

3) clockless animation (+kla) does not work *by itself*-- the animation images
are rendered, but the camera doesn't move at all, and each frame takes the same
amount of time to parse. Assuming that the scene needed 'frame_number'
somewhere, I added it to the camera definition here...

#declare ck = ck + 0.01*frame_number;

..... but that didn't help. Then, guessing that the camera(s) needed to be
#declared first, I did that too. Still no success.

3) However, using *both* clockless animation and real-time raytracing...
                     +kla +rtr
and running the scene *as-is* (no frame_number addition or #declared cameras),
the scene does indeed work as planned. The full parsing is done only for frame
1; the following frames render in real time.  But there's no image output now...
which I kind of expected, since these experimental features are really only for
demonstration purposes. But unexpectedly, the animation proceeded *past* frame
100; in fact, it's never-ending, unless you stop the render.

4) From the results of 3), turning on POV-Ray's animation feature ('Final_Frame
= ...) is NOT necessary; apparently it's turned on by default when using the
combination of  +kla +rtr  and runs forever.

In order to really see the time-savings of these rendering features, I wanted
the scene to take much more time to initially parse. (The scene as-is parses too
fast on a modern computer.) The simplest way I could think of was to add  a box
object to the scene, with a HIGH-rez image_map on it. That did the trick ;-)

I would agree with previous posts here that the documentation needs more
information and clarity about these features: their co-dependent operation; the
fact that POV-Ray's 'animation' feature does not need to be turned on; etc.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 29 Jun 2017 18:25:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Thorsten Froehlich] Re: Clockless_Animation [3220 days 6 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Mr&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Mr&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt; &amp;gt; animation and real-time rendering are two entirely(?) different things.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; What should I use, if any of these, for Blender real time mode?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; (have a try at Cycles viewport rendered mode to get an idea of required usage)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; or also Blender Internal which has this mode too, being closer to POV in its&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; architecture.&lt;/span&gt;

This is just a similarity between the name of a feature in POV-Ray and Blender
and has absolutely  nothing to do with Blender at all!
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 27 Jun 2017 16:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thorsten Froehlich] Re: Clockless_Animation [3220 days 6 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 26.06.2017 um 21:32 schrieb Thorsten Froehlich:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; I've opened at github issue. See:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; https://github.com/POV-Ray/povray/issues/301&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; .... which should just be closed because you reported something that works&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; exactly as designed. The mode is for developers to specify exact behavior in a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; hands-on manner with one on one support, and not for users without such&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; guidance. The &amp;quot;solution&amp;quot; should probably be to disable that option from being&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; accepted by a condictional compile as well ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Actually, the issue should be left open until it is resolved.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In my book, the first step in resolving it would be to document what the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; real-time rendering mode is for anyway (even if that documentation would&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; just be a line saying &amp;quot;not intended for normal users&amp;quot;, that would be an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; improvement over the current situation).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; As demonstrated, it would also be helpful to document that clockless&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation and real-time rendering are two entirely(?) different things.&lt;/span&gt;

Well, here is the background:
For the Mac 3.6 version I was looking for an Easter Egg to hide in the about box
of POV-Ray for Mac. With some modifications to the, back then single threaded,
code, I was able to pull that off by feeding a custom camera setup as well as a
fixed scene (not parsed but hardcoded structures without texturing) into the
core. Chris played with a variant for Windows.

Now when 3.7 development was far enough along, Intel asked Chris for a demo as
back then POV-Ray was one of the few very efficient multithreaded visual
applications. However, we had since moved to a message based system for
rendering. So he needed to add hooks (the RTR_HACK) to bypass the message
passing. That is also why nothing happens when one trys to use that feature.

In order to control the hack, he had added real-time rendering option.

However, he also still needed a way to control the camera. As the goal was to
use a regular scene file, he had the idea to just allow multiple camera
definitions as the camera object is pretty much independent of the scene file.
This is where the clockless animation comes in. It basically permits multiple
cameras, which are selected based on the frame number.

As far as I recall, you need to enable that option plus the animation feature
with frame numbers, and POV-Ray will render the scene...
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 27 Jun 2017 16:50:00 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: Clockless_Animation [3220 days 11 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;On 06/26/2017 03:28 PM, Thorsten Froehlich wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;muyu&amp;quot; &amp;lt;lsy###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I would like to generate animation using a very big file. It took a lot of time&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; in sparsing. Each time, only the camera position will change.  As I see,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Clockless_Animation may be the function to save the time cost.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I set the following in .ini file:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Real_Time_Raytracing = on&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Clockless_Animation = on&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I add several camera positions, but there is in the DSL. The rendering runs&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; without stop and no output.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I guess that I missed some information. Thanks in advance.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You are mixing up two things. The real-time raytracing &amp;quot;feature&amp;quot; is just a demo&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; mode on Windows, and was never meant to be used for anything useful other than&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; showing how powerful modern processors are, i.e. on a computer at at least&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tradeshow booth.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The clockless animation on the other hand is a useful features that allows you&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to move the camera in a scene without reparsing. While it was developed for the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; demo mode at first, and that is probably where you got the idea to use both&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; settings together, but really, you just need to disable the real-time rendering&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; option (which effectively just screws up internal options and their logic to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; bypass certain code needed for proper rendering). Then, the clockless animation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; shoudl work as documented as long as you have a camera for each frame in your&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; scene as described in the docs.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Thanks for the information. I tried the clockless option apart from the 
real time rendering option without success. Results just posted at:

https://github.com/POV-Ray/povray/issues/301

Am I missing how to make clockless animation (no scene reload) work on 
linux?

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 27 Jun 2017 12:39:52 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: Clockless_Animation [3220 days 15 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Mr&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; animation and real-time rendering are two entirely(?) different things.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; What should I use, if any of these, for Blender real time mode?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (have a try at Cycles viewport rendered mode to get an idea of required usage)&lt;/span&gt;

or also Blender Internal which has this mode too, being closer to POV in its
architecture.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 27 Jun 2017 08:30:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: Clockless_Animation [3220 days 15 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 26.06.2017 um 21:32 schrieb Thorsten Froehlich:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; I've opened at github issue. See:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; https://github.com/POV-Ray/povray/issues/301&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; .... which should just be closed because you reported something that works&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; exactly as designed. The mode is for developers to specify exact behavior in a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; hands-on manner with one on one support, and not for users without such&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; guidance. The &amp;quot;solution&amp;quot; should probably be to disable that option from being&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; accepted by a condictional compile as well ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Actually, the issue should be left open until it is resolved.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; In my book, the first step in resolving it would be to document what the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; real-time rendering mode is for anyway (even if that documentation would&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; just be a line saying &amp;quot;not intended for normal users&amp;quot;, that would be an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; improvement over the current situation).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; As demonstrated, it would also be helpful to document that clockless&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation and real-time rendering are two entirely(?) different things.&lt;/span&gt;

What should I use, if any of these, for Blender real time mode?

(have a try at Cycles viewport rendered mode to get an idea of required usage)
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 27 Jun 2017 08:25:01 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Clockless_Animation [3221 days 4 hours ago]</title>
		<description>
&lt;pre&gt;Am 26.06.2017 um 21:32 schrieb Thorsten Froehlich:

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I've opened at github issue. See:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://github.com/POV-Ray/povray/issues/301&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; .... which should just be closed because you reported something that works&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; exactly as designed. The mode is for developers to specify exact behavior in a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; hands-on manner with one on one support, and not for users without such&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; guidance. The &amp;quot;solution&amp;quot; should probably be to disable that option from being&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; accepted by a condictional compile as well ;-)&lt;/span&gt;

Actually, the issue should be left open until it is resolved.

In my book, the first step in resolving it would be to document what the
real-time rendering mode is for anyway (even if that documentation would
just be a line saying &amp;quot;not intended for normal users&amp;quot;, that would be an
improvement over the current situation).

As demonstrated, it would also be helpful to document that clockless
animation and real-time rendering are two entirely(?) different things.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 26 Jun 2017 19:46:15 GMT</pubDate>
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	</item>
	<item>
		<title>[Thorsten Froehlich] Re: Clockless_Animation [3221 days 4 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 06/24/2017 02:44 PM, Le_Forgeron wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Le 24/06/2017 &amp;#195;&amp;#160; 15:08, William F Pokorny a &amp;#195;&amp;#169;crit :&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;  From old memory, IIRC, there is no output file when you use the realtime&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; rendering mode. NEVER.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The relevant code was tagged as experimental, and you need multiple&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; camera declared during the parsing (no #if /#else..., just many cameras).&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; And you need to compile with RTR_HACK defined, not something done by&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; default on Unix. (in fact, this define was only visible in the windows&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; virtual front-end... )&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for the testing and background Bob &amp;amp; J&amp;#195;&amp;#169;r&amp;#195;&amp;#180;me.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've opened at github issue. See:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/POV-Ray/povray/issues/301&lt;/span&gt;

.... which should just be closed because you reported something that works
exactly as designed. The mode is for developers to specify exact behavior in a
hands-on manner with one on one support, and not for users without such
guidance. The &amp;quot;solution&amp;quot; should probably be to disable that option from being
accepted by a condictional compile as well ;-)
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 26 Jun 2017 19:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Thorsten Froehlich] Re: Clockless_Animation [3221 days 4 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;muyu&amp;quot; &amp;lt;lsy###&amp;nbsp;[at]&amp;nbsp;gmail&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would like to generate animation using a very big file. It took a lot of time&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in sparsing. Each time, only the camera position will change.  As I see,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Clockless_Animation may be the function to save the time cost.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I set the following in .ini file:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Real_Time_Raytracing = on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Clockless_Animation = on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I add several camera positions, but there is in the DSL. The rendering runs&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; without stop and no output.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I guess that I missed some information. Thanks in advance.&lt;/span&gt;

You are mixing up two things. The real-time raytracing &amp;quot;feature&amp;quot; is just a demo
mode on Windows, and was never meant to be used for anything useful other than
showing how powerful modern processors are, i.e. on a computer at at least
tradeshow booth.

The clockless animation on the other hand is a useful features that allows you
to move the camera in a scene without reparsing. While it was developed for the
demo mode at first, and that is probably where you got the idea to use both
settings together, but really, you just need to disable the real-time rendering
option (which effectively just screws up internal options and their logic to
bypass certain code needed for proper rendering). Then, the clockless animation
shoudl work as documented as long as you have a camera for each frame in your
scene as described in the docs.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 26 Jun 2017 19:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[muyu] Re: Clockless_Animation [3222 days 9 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 06/24/2017 02:44 PM, Le_Forgeron wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Le 24/06/2017 &amp;#195;&amp;#160; 15:08, William F Pokorny a &amp;#195;&amp;#169;crit :&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;  From old memory, IIRC, there is no output file when you use the realtime&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; rendering mode. NEVER.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The relevant code was tagged as experimental, and you need multiple&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; camera declared during the parsing (no #if /#else..., just many cameras).&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; And you need to compile with RTR_HACK defined, not something done by&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; default on Unix. (in fact, this define was only visible in the windows&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; virtual front-end... )&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for the testing and background Bob &amp;amp; J&amp;#195;&amp;#169;r&amp;#195;&amp;#180;me.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've opened at github issue. See:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/POV-Ray/povray/issues/301&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bill P.&lt;/span&gt;

Thanks a lot. Hopefully this feature will work soon.

Shouyang
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 25 Jun 2017 14:30:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: Clockless_Animation [3223 days 2 hours and 18 minutes ago]</title>
		<description>
&lt;pre&gt;On 06/24/2017 02:44 PM, Le_Forgeron wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Le 24/06/2017 &amp;#195;&amp;#160; 15:08, William F Pokorny a &amp;#195;&amp;#169;crit :&lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;  From old memory, IIRC, there is no output file when you use the realtime&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rendering mode. NEVER.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The relevant code was tagged as experimental, and you need multiple&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; camera declared during the parsing (no #if /#else..., just many cameras).&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And you need to compile with RTR_HACK defined, not something done by&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; default on Unix. (in fact, this define was only visible in the windows&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; virtual front-end... )&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
Thanks for the testing and background Bob &amp;amp; J&amp;#195;&amp;#169;r&amp;#195;&amp;#180;me.

I've opened at github issue. See:

https://github.com/POV-Ray/povray/issues/301

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 24 Jun 2017 21:28:05 GMT</pubDate>
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	</item>
	<item>
		<title>[omniverse] Re: Clockless_Animation [3223 days 4 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;William F Pokorny &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 06/23/2017 12:03 PM, muyu wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I would like to generate animation using a very big file. It took a lot of time&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; in sparsing. Each time, only the camera position will change.  As I see,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Clockless_Animation may be the function to save the time cost.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I set the following in .ini file:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Real_Time_Raytracing = on&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Clockless_Animation = on&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I add several camera positions, but there is in the DSL. The rendering runs&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; without stop and no output.&lt;/span&gt;

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I, like you, have never been able to get this option to work. I just&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pulled the demo scene from:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.oyonale.com/modeles.php?lang=en&amp;amp;page=54&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and tried again. I get a blank screen on Ubuntu and stats that indicate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a single fame rendered though the screen is black. If I render without&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the +rtr +kla command line versions of your options I get a valid render&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; preview and output file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; IIRC, most testing of this tentative feature was done on windows so&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; perhaps it works there?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This feature isn't that useful without screen capture (win32 only I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; think when it worked) or some method to modify the scene via keyboard&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; input say as a sort of modeling aid. Windows had to be pretty small too,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; if I remember, to get decent frame rates.&lt;/span&gt;

I tried the example file on windows 10 with 3.7.1 release candidate 1 and it
does render the window at a good frame rate up to 320 x 240 resolution for me.
Unfortunately I forgot to check for an output file of any kind before I left
home.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 24 Jun 2017 19:10:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Le Forgeron] Re: Clockless_Animation [3223 days 5 hours and 2 minutes ago]</title>
		<description>
&lt;pre&gt;Le 24/06/2017 &amp;#195;&amp;#160; 15:08, William F Pokorny a &amp;#195;&amp;#169;crit :
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 06/23/2017 12:03 PM, muyu wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I would like to generate animation using a very big file. It took a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; lot of time&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; in sparsing. Each time, only the camera position will change.  As I see,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Clockless_Animation may be the function to save the time cost.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I set the following in .ini file:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Real_Time_Raytracing = on&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Clockless_Animation = on&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I add several camera positions, but there is in the DSL. The rendering&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; runs&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; without stop and no output.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I guess that I missed some information. Thanks in advance.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Best regards&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Shouyang&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I, like you, have never been able to get this option to work. I just&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; pulled the demo scene from:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://www.oyonale.com/modeles.php?lang=en&amp;amp;page=54&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and tried again. I get a blank screen on Ubuntu and stats that indicate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a single fame rendered though the screen is black. If I render without&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the +rtr +kla command line versions of your options I get a valid render&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; preview and output file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; IIRC, most testing of this tentative feature was done on windows so&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; perhaps it works there?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This feature isn't that useful without screen capture (win32 only I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; think when it worked) or some method to modify the scene via keyboard&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; input say as a sort of modeling aid. Windows had to be pretty small too,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; if I remember, to get decent frame rates.&lt;/span&gt;

From old memory, IIRC, there is no output file when you use the realtime
rendering mode. NEVER.

The relevant code was tagged as experimental, and you need multiple
camera declared during the parsing (no #if /#else..., just many cameras).

And you need to compile with RTR_HACK defined, not something done by
default on Unix. (in fact, this define was only visible in the windows
virtual front-end... )
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 24 Jun 2017 18:44:06 GMT</pubDate>
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	<item>
		<title>[William F Pokorny] Re: Clockless_Animation [3223 days 10 hours and 38 minutes ago]</title>
		<description>
&lt;pre&gt;On 06/23/2017 12:03 PM, muyu wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would like to generate animation using a very big file. It took a lot of time&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in sparsing. Each time, only the camera position will change.  As I see,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Clockless_Animation may be the function to save the time cost.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I set the following in .ini file:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Real_Time_Raytracing = on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Clockless_Animation = on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I add several camera positions, but there is in the DSL. The rendering runs&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; without stop and no output.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I guess that I missed some information. Thanks in advance.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Best regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Shouyang&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;

I, like you, have never been able to get this option to work. I just 
pulled the demo scene from:

http://www.oyonale.com/modeles.php?lang=en&amp;amp;page=54

and tried again. I get a blank screen on Ubuntu and stats that indicate 
a single fame rendered though the screen is black. If I render without 
the +rtr +kla command line versions of your options I get a valid render 
preview and output file.

IIRC, most testing of this tentative feature was done on windows so 
perhaps it works there?

This feature isn't that useful without screen capture (win32 only I 
think when it worked) or some method to modify the scene via keyboard 
input say as a sort of modeling aid. Windows had to be pretty small too, 
if I remember, to get decent frame rates.

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 24 Jun 2017 13:08:13 GMT</pubDate>
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	</item>
	<item>
		<title>[muyu] Clockless_Animation [3224 days 7 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;I would like to generate animation using a very big file. It took a lot of time
in sparsing. Each time, only the camera position will change.  As I see,
Clockless_Animation may be the function to save the time cost.

I set the following in .ini file:
Real_Time_Raytracing = on
Clockless_Animation = on


I add several camera positions, but there is in the DSL. The rendering runs
without stop and no output.

I guess that I missed some information. Thanks in advance.



Best regards

Shouyang
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 23 Jun 2017 16:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[William F Pokorny] Re: &lt;no subject&gt; [3270 days 7 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;On 05/08/2017 08:09 AM, Zachary1234 wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -Can I be given an example of &amp;quot;command line animation rendering via file&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; command prompt entry?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
A set of demo animations is shipped with POV-Ray and can be found in the 
directory &amp;lt;install_location&amp;gt;/scenes/animations. You can find the current 
master development versions on line at:

https://github.com/POV-Ray/povray/tree/master/distribution/scenes/animations

If you were in a local directory with copies of the splinefollow 
directory files you could render the animation frames with the commands:

povray splinefollow.pov +kf0.1666 +kff20 +kc declare=fp=0

or

povray splinefollow.ini

Bill P.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 8 May 2017 16:05:20 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: &lt;no subject&gt; [3270 days 10 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;On 5/8/2017 1:09 PM, Zachary1234 wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -Does POV-Ray support animation rendering?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Yes.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -Does POV-Ray support keyframe, timeline (interpolation) animation rendering&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; from Blender 3D models?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

No PovRay is a renderer and the windows version comes with a text 
editor. That is it. You have to do the hard work yourself. Or use the 
PovRay exporter that comes with Blender.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -Does POV-Ray include equivalent support for Marked Freestyle Line Edges in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Blender 3D?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

No, PovRay uses mathematical primitives. It can handle meshes and 
heightfields But not like Blender.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -If POV-Ray does support those previous from Blender3D, does it support command&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; line, background animation rendering?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

I can say yes to that. :)

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -Given that I can use plugin support to export my animation to different formats&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; from Blender 3D, what would be the ideal file format for my keyframe, 3D&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation model?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

To use PovRay. You need to export and render each frame separately. You 
can use Blender to do this.

  scene


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; -Can I be given an example of &amp;quot;command line animation rendering via file&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; command prompt entry?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
I don't do that thing, myself. So I can't help there.
There should be examples in the Help and Tutorial files.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 8 May 2017 12:55:01 GMT</pubDate>
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	<item>
		<title>[Zachary1234] &lt;no subject&gt; [3270 days 11 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;-Does POV-Ray support animation rendering?

-Does POV-Ray support keyframe, timeline (interpolation) animation rendering
from Blender 3D models?

-Does POV-Ray include equivalent support for Marked Freestyle Line Edges in
Blender 3D?

-If POV-Ray does support those previous from Blender3D, does it support command
line, background animation rendering?

-Given that I can use plugin support to export my animation to different formats
from Blender 3D, what would be the ideal file format for my keyframe, 3D
animation model?

-Can I be given an example of &amp;quot;command line animation rendering via file&amp;quot;
command prompt entry?
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 8 May 2017 12:10:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Kenneth] Re: re Cassini [3278 days 21 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thirty years of Saturn, at 2 years per second, rendered in 2005.  The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; textures are procedural, but partially based on real measurements.&lt;/span&gt;

Looks really nice. It took me several views to notice the 'darkening' of
Saturn's atmosphere, when seen against the rings. A nice touch! That makes it
look much more realistic.
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then and now, I knew very little about MPEG compression, so I don't know&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; if this is optimal.&lt;/span&gt;

Yeah-- Mpeg 1, Mpeg 2 (DVDs), Mpeg 3(?), Mpeg 4/AVC h2.64; we need to be
scientists to keep it all straight. I use the latter almost exclusively now...
except when I don't, ha  (AVI videos with Mpeg 3 or 4... I think...)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 30 Apr 2017 01:50:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: re Cassini [3281 days 2 hours and 34 minutes ago]</title>
		<description>
&lt;pre&gt;On 4/27/2017 9:57 PM, Cousin Ricky wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Thirty years of Saturn, at 2 years per second, rendered in 2005.  The&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; textures are procedural, but partially based on real measurements.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Opposition surge was not modeled.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Then and now, I knew very little about MPEG compression, so I don't know&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; if this is optimal.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Would it be possible for a moderator to cancel this thread?  I accidentally&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; posted it to the wrong newsgroup.  When I try to delete the OP from my&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; newsreader (Thunderbird), it only deletes my local copy.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Not now I've replied to it and if there was a moderator now uncle Ken 
has gone.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Apr 2017 21:12:03 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: re Cassini [3281 days 2 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;On 4/27/2017 9:38 PM, Cousin Ricky wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thirty years of Saturn, at 2 years per second, rendered in 2005.  The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; textures are procedural, but partially based on real measurements.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Opposition surge was not modeled.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

That's a nice animation. I had forgotten how oblate Saturn is. Thanks 
for reminding me.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then and now, I knew very little about MPEG compression, so I don't know&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; if this is optimal.&lt;/span&gt;

You and me both. I remember posting an uncompressed image about the same 
time. And getting slagged off for it. No names, no pack drill but I'm 
pointing an elbow at you Warp. :P


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Apr 2017 21:09:54 GMT</pubDate>
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	<item>
		<title>[Cousin Ricky] Re: re Cassini [3281 days 2 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;Cousin Ricky &amp;lt;ric###&amp;nbsp;[at]&amp;nbsp;yahoo&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thirty years of Saturn, at 2 years per second, rendered in 2005.  The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; textures are procedural, but partially based on real measurements.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Opposition surge was not modeled.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then and now, I knew very little about MPEG compression, so I don't know&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; if this is optimal.&lt;/span&gt;

Would it be possible for a moderator to cancel this thread?  I accidentally
posted it to the wrong newsgroup.  When I try to delete the OP from my
newsreader (Thunderbird), it only deletes my local copy.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Apr 2017 21:00:03 GMT</pubDate>
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	</item>
	<item>
		<title>[Cousin Ricky] re Cassini [3281 days 3 hours and 13 minutes ago]</title>
		<description>
&lt;pre&gt;Thirty years of Saturn, at 2 years per second, rendered in 2005.  The 
textures are procedural, but partially based on real measurements. 
Opposition surge was not modeled.

Then and now, I knew very little about MPEG compression, so I don't know 
if this is optimal.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 27 Apr 2017 20:32:49 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Brahistochrone test, now at higher resolutio... [3293 days 17 hours and 3 minutes ago]</title>
		<description>
&lt;pre&gt;On 14-4-2017 23:28, jhu wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://i.imgur.com/FC7VwJo.gifv&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Nice!

It seems to me that the second ball suddenly leaves the track on the 
horizontal stretch.

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 15 Apr 2017 06:43:21 GMT</pubDate>
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	</item>
	<item>
		<title>[jhu] Brahistochrone test, now at higher resolutions a... [3294 days 2 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;http://i.imgur.com/FC7VwJo.gifv
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 14 Apr 2017 21:30:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jhu] Re: When a renderfarm is not an option... [3296 days 16 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;Another option: people here can help you render. Give us the files and let us
know which frames to render. I have a dual E5 2670 machine and many more
machines available.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 12 Apr 2017 07:00:01 GMT</pubDate>
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	</item>
	<item>
		<title>[jhu] Brachistochrone test [3296 days 17 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;http://i.imgur.com/Aj4f89v.gifv
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 12 Apr 2017 05:55:01 GMT</pubDate>
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	<item>
		<title>[rodv92] Re: When a renderfarm is not an option... [3309 days 2 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;rodv92&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; So i will render the scene with ambient light only and media and nothing else&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; and the rest without media but with everything else, including light sources.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; and then composite all the frames.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I wonder if you could render that first part with a transparent background, and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; then use something like screen.inc and light groups to have that rendered media&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; image visible, but not interacting much with the rest of the scene (use a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; separate light group with shadowless light source to illuminate it)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then you could eliminate a separate compositing process from your workflow.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Haven't ever tried it, don't know if it will work or give you the image quality&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; that you want - just thinking out loud.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If the media needs to &amp;quot;shift&amp;quot; due to parallax, I think Rune had some sort of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; trick that might do what you need...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The &amp;quot;illusion&amp;quot; include file.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; http://runevision.com/3d/include/&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I've never used it, so I may very well be mistaken about what it actually does.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or I'm thinking about someone else's 3d-faking technique entirely.&lt;/span&gt;

Hi, i managed to &amp;quot;damage control&amp;quot; the project by using no media interaction and
no media attenuation on lights.
Since my media is already so luminous, it wont be really obvious.
I will compensate the variations of lightsources induced on media (imagine a
lamp with a  light regulator) with an artefact : avariation of the emission
and/or extinction of the media (for scattering) along the change of lightsource
luminosity or something along these lines.

However, compositing may help in case of an unexpected slowdown situation.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 30 Mar 2017 21:45:01 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: When a renderfarm is not an option... [3317 days 9 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;rodv92&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So i will render the scene with ambient light only and media and nothing else&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and the rest without media but with everything else, including light sources.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and then composite all the frames.&lt;/span&gt;

I wonder if you could render that first part with a transparent background, and
then use something like screen.inc and light groups to have that rendered media
image visible, but not interacting much with the rest of the scene (use a
separate light group with shadowless light source to illuminate it)

Then you could eliminate a separate compositing process from your workflow.

Haven't ever tried it, don't know if it will work or give you the image quality
that you want - just thinking out loud.

If the media needs to &amp;quot;shift&amp;quot; due to parallax, I think Rune had some sort of
trick that might do what you need...
The &amp;quot;illusion&amp;quot; include file.
http://runevision.com/3d/include/

I've never used it, so I may very well be mistaken about what it actually does.
Or I'm thinking about someone else's 3d-faking technique entirely.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Mar 2017 14:15:01 GMT</pubDate>
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	<item>
		<title>[rodv92] Re: When a renderfarm is not an option... [3317 days 9 hours and 46 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Mr&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;rodv92&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Hello group, i am currently preparing a demo project.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; the animation will be 12000 frames @ 25fps, 640*480, no AA.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; It would take at least 70 days on my server, and it would make me blow up my&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; deadline.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; A renderfarm @ 0.014 EUR/Ghzh would do the trick in 1h37 min best case scenario.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; but would cost 1165 EUR.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; A bit expensive...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; So basically, I thought of using povray as the modelling environment, and THEN&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; converting the project to another renderer raster or hybrid with GPU&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; acceleration and buy a decent GPU card for a quarter of this price tag.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; My question is : do you know any decent tool to convert POV files to another&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; render format with a quite good fidelity in respect to the original render&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; output ?&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; It is too late for me to switch my modelling to another platform.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; An by the way, i like pov-ray a lot and would be lost in a complex project on&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; another platform if i had to refactor/re-engineer by hand.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Your help would be much appreciated on this issue.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi, you should definitely give up the constraint that prevents you from learning&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; new tools, Too many constraints still leave you one thing to try in POV: +RTR&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for real time rendering mode that is still there as an experimental feature I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; believe.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Other than that, the main thing is to use compositing, so as not to duplicate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; unnecessary parts of rendered images. Blender can do that. but if you have less&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; time, stick to editing (simpler to learn than compositing, that will still allow&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you to extend in time and overlay images.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; About the POV to Blender importer, well it's very new.&lt;/span&gt;

thanks.
Nice suggestion.
I am quite new at professional animation techniques...

I will probably go for compositing.
The problem indeed is the effect on render times of a light source on media.
So i will render the scene with ambient light only and media and nothing else
and the rest without media but with everything else, including light sources.
and then composite all the frames.

Way to go.

Rod.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Mar 2017 14:00:00 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: When a renderfarm is not an option... [3317 days 13 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/22/2017 8:52 AM, Mr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Other than that, the main thing is to use compositing, so as not to duplicate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; unnecessary parts of rendered images. Blender can do that. but if you have less&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; time, stick to editing (simpler to learn than compositing, that will still allow&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you to extend in time and overlay images.&lt;/span&gt;

Yes, manage your project. Don't render all the frames in a static part 
of the animation. And consider reducing the quality settings to get a 
faster rendering time.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Mar 2017 10:16:58 GMT</pubDate>
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	<item>
		<title>[Mr] Re: When a renderfarm is not an option... [3317 days 14 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;rodv92&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello group, i am currently preparing a demo project.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the animation will be 12000 frames @ 25fps, 640*480, no AA.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It would take at least 70 days on my server, and it would make me blow up my&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; deadline.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A renderfarm @ 0.014 EUR/Ghzh would do the trick in 1h37 min best case scenario.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but would cost 1165 EUR.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A bit expensive...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So basically, I thought of using povray as the modelling environment, and THEN&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; converting the project to another renderer raster or hybrid with GPU&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; acceleration and buy a decent GPU card for a quarter of this price tag.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My question is : do you know any decent tool to convert POV files to another&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; render format with a quite good fidelity in respect to the original render&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; output ?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It is too late for me to switch my modelling to another platform.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; An by the way, i like pov-ray a lot and would be lost in a complex project on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; another platform if i had to refactor/re-engineer by hand.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Your help would be much appreciated on this issue.&lt;/span&gt;

Hi, you should definitely give up the constraint that prevents you from learning
new tools, Too many constraints still leave you one thing to try in POV: +RTR
for real time rendering mode that is still there as an experimental feature I
believe.

Other than that, the main thing is to use compositing, so as not to duplicate
unnecessary parts of rendered images. Blender can do that. but if you have less
time, stick to editing (simpler to learn than compositing, that will still allow
you to extend in time and overlay images.

About the POV to Blender importer, well it's very new.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Mar 2017 08:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: When a renderfarm is not an option... [3318 days 3 hours and 29 minutes ago]</title>
		<description>
&lt;pre&gt;On 3/21/2017 7:22 PM, rodv92 wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hello group, i am currently preparing a demo project.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the animation will be 12000 frames @ 25fps, 640*480, no AA.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

[Snip]

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It is too late for me to switch my modelling to another platform.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; An by the way, i like pov-ray a lot and would be lost in a complex project on&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; another platform if i had to refactor/re-engineer by hand.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Your help would be much appreciated on this issue.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

There are few programs that can import PovRay SDL. I can only think of 
two and one used PovRay as its renderer.
There is Blender and there is an importer under development. I don't 
know the status of it. Someone else might be able to tell you.
But you need to take time to learn it. I think it might be complex.

Sorry to be the first to say it. :-(


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Mar 2017 20:17:01 GMT</pubDate>
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	</item>
	<item>
		<title>[rodv92] When a renderfarm is not an option... [3318 days 4 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;Hello group, i am currently preparing a demo project.
the animation will be 12000 frames @ 25fps, 640*480, no AA.

It would take at least 70 days on my server, and it would make me blow up my
deadline.

A renderfarm @ 0.014 EUR/Ghzh would do the trick in 1h37 min best case scenario.
but would cost 1165 EUR.

A bit expensive...

So basically, I thought of using povray as the modelling environment, and THEN
converting the project to another renderer raster or hybrid with GPU
acceleration and buy a decent GPU card for a quarter of this price tag.

My question is : do you know any decent tool to convert POV files to another
render format with a quite good fidelity in respect to the original render
output ?

It is too late for me to switch my modelling to another platform.
An by the way, i like pov-ray a lot and would be lost in a complex project on
another platform if i had to refactor/re-engineer by hand.

Your help would be much appreciated on this issue.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Mar 2017 19:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Tales from a Renderfarm [3342 days 4 hours and 20 minutes ago]</title>
		<description>
&lt;pre&gt;Am 2017-02-12 02:44, also sprach dick balaska:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I realized that once upon a time I said, &amp;quot;I can't wait to see a 1080p&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; version of my animation!&amp;quot;,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Err, I wonder if I should kill it and start again&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; at 23.976fps.  That's the bluray standard, anyway.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bleh, yes. I will kill it and start over. It's only a week's worth of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; renders.  I will take this time to upgrade the farm's povray again.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

I now have 3.5 minutes of 1080p video (175MB).  I'm not loving the 
motion. When paused, it looks gorgeous on my 24&amp;quot; 1920x1200 screen, but 
movement is jerky. I notice it especially doesn't like when a line of 
solid color moves against another solid color (you know, typical 
computer animation stuff). My 720p version in full screen VLC stands up 
pretty well to it.  The stills aren't as crisp, but the motion is 
superior. *sigh*

-- 
dik
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 25 Feb 2017 19:26:25 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Shed version 2 [3345 days 7 hours and 7 minutes ago]</title>
		<description>
&lt;pre&gt;Am 22.02.2017 um 01:05 schrieb Klewlis:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This actually makes me wonder why this works:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #declare a=2;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #for (i, 1.5, 241.5, 16)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #declare a=a+1;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #if (frame_number&amp;gt;a)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             object {Stud&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 rotate z*90&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 #if (i&amp;lt;240)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                     translate &amp;lt;i, 0, 140.375&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 #else&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                     translate &amp;lt;i-1.5, 0, 140.375&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (I am not complaining, I am glad it works.)  It seems that each time the file is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; parsed, &amp;quot;i&amp;quot; would be initialized to 1.5, but instead it is incremented by 16.&lt;/span&gt;

As a matter of fact, /both/ happens in each frame; the latter even
multiple times.

So in frame #1 you get:

    frame_number = 1
    a = 2
    i = 1.5
        a = 3
        test if frame_number(=1) &amp;gt; a(=3) -&amp;gt; no
    i = 17.5
        a = 4
        test if frame_number(=1) &amp;gt; a(=4) -&amp;gt; no
    i = 33.5
        a = 5
        test if frame_number(=1) &amp;gt; a(=5) -&amp;gt; no
    i = 49.5
        a = 6
        test if frame_number(=1) &amp;gt; a(=6) -&amp;gt; no
    ...etc...

Then, in frame #2, you get:

    frame_number = 2
    a = 2
    i = 1.5
        a = 3
        test if frame_number(=2) &amp;gt; a(=3) -&amp;gt; no
    i = 17.5
        a = 4
        test if frame_number(=2) &amp;gt; a(=4) -&amp;gt; no
    i = 33.5
        a = 5
        test if frame_number(=2) &amp;gt; a(=5) -&amp;gt; no
    i = 49.5
        a = 6
        test if frame_number(=2) &amp;gt; a(=6) -&amp;gt; no
    ...etc...

Later, in frame #3, you get:

    frame_number = 3
    a = 2
    i = 1.5
        a = 3
        test if frame_number(=3) &amp;gt; a(=3) -&amp;gt; no
    i = 17.5
        a = 4
        test if frame_number(=3) &amp;gt; a(=4) -&amp;gt; no
    i = 33.5
        a = 5
        test if frame_number(=3) &amp;gt; a(=5) -&amp;gt; no
    i = 49.5
        a = 6
        test if frame_number(=3) &amp;gt; a(=6) -&amp;gt; no
    ...etc...

At last, in frame #4, you get:

    frame_number = 4
    a = 2
    i = 1.5
        a = 3
        test if frame_number(=4) &amp;gt; a(=3) -&amp;gt; yes
            insert a Stud at i=1.5
    i = 17.5
        a = 4
        test if frame_number(=4) &amp;gt; a(=4) -&amp;gt; no
    i = 33.5
        a = 5
        test if frame_number(=4) &amp;gt; a(=5) -&amp;gt; no
    i = 49.5
        a = 6
        test if frame_number(=4) &amp;gt; a(=6) -&amp;gt; no
    ...etc...

In frame #5, you get:

    frame_number = 5
    a = 2
    i = 1.5
        a = 3
        test if frame_number(=5) &amp;gt; a(=3) -&amp;gt; yes
            insert a Stud at i=1.5
    i = 17.5
        a = 4
        test if frame_number(=5) &amp;gt; a(=4) -&amp;gt; yes
            insert a Stud at i=17.5
    i = 33.5
        a = 5
        test if frame_number(=5) &amp;gt; a(=5) -&amp;gt; no
    i = 49.5
        a = 6
        test if frame_number(=5) &amp;gt; a(=6) -&amp;gt; no
    ...etc...

... and so forth.
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Feb 2017 16:39:14 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Shed version 2 [3345 days 11 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just before this code, I do: #declare b=0, so each time POV parses the file, b&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; is initialized to 0.  During the first 35 frames b=1 because of this.&lt;/span&gt;

Yes, I had a little voice telling me I ought to suggest looking at that part,
but it got overridden.   :(

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; This actually makes me wonder why this works:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #declare a=2;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #for (i, 1.5, 241.5, 16)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #declare a=a+1;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #if (frame_number&amp;gt;a)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             object {Stud&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 rotate z*90&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 #if (i&amp;lt;240)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                     translate &amp;lt;i, 0, 140.375&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 #else&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                     translate &amp;lt;i-1.5, 0, 140.375&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;                 #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;


Frame number increases with each frame, and so even if 'a' stays static, frame
number remains greater than a.

(Remember that it's always good practice to use capitalized varible names to
avoid conflicts with 'internal' POV-Ray names.)
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Feb 2017 12:45:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Klewlis] Re: Shed version 2 [3345 days 23 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; OK, I suspect the problem is in the fact that I am running the animation from an&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; ..ini file.  This would be the same problem I had with the #while command.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I would not have guessed that would be a / the problem&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Actually, the problem is not in the Switch/Range.  The problem is in the other
coding I used.

#switch (frame_number)
    #range (1, 35)
        #declare b=b+1;
        object { SunLight
            rotate x*(b/2)
        }
    #break
    #range (36, 60)
        object { SunLight
            rotate x*(b/2)
        }
    #break
    #range (61, 282)
        #declare b=b+1;
        object { SunLight
            rotate x*(b/2)
        }
    #break
#end

Just before this code, I do: #declare b=0, so each time POV parses the file, b
is initialized to 0.  During the first 35 frames b=1 because of this.

This actually makes me wonder why this works:
    #declare a=2;

    #for (i, 1.5, 241.5, 16)
        #declare a=a+1;
        #if (frame_number&amp;gt;a)
            object {Stud
                rotate z*90
                #if (i&amp;lt;240)
                    translate &amp;lt;i, 0, 140.375&amp;gt;
                #else
                    translate &amp;lt;i-1.5, 0, 140.375&amp;gt;
                #end
            }
        #end
    #end

(I am not complaining, I am glad it works.)  It seems that each time the file is
parsed, &amp;quot;i&amp;quot; would be initialized to 1.5, but instead it is incremented by 16.

Thank you;
Ken
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 22 Feb 2017 00:10:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Bald Eagle] Re: Shed version 2 [3346 days 5 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; OK, I suspect the problem is in the fact that I am running the animation from an&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ..ini file.  This would be the same problem I had with the #while command.&lt;/span&gt;

I would not have guessed that would be a / the problem

from the docs:
frame_number

If you rather want to define the action in POV-Ray animated scenes depending
upon the integer frame numbers, this identifier can be used. It reads the number
of the frame currently being rendered.

#if(frame_number=1)
  //stuff for first image or frame
#end
#if(frame_number=2)
  //stuff for second image or frame
#end
#if(frame_number=n)
  //stuff for n th image or frame
#end

My Torus animation in pbi animations was done, but using the clock value.

have a look at this and see if it helps:
http://news.povray.org/povray.bugreports/thread/%&lt;a href=&quot;/&lt;3C4f64d135$1@news.povray.org&gt;&quot;&gt;3C4f64d135$1@news.povray.org&lt;/a&gt;%3E/

Also, when I have problems like you're having, I find it useful to make
extensive use of the debug stream and make absolutely sure that the value I
THINK Pov-Ray is using are the actual values that it's working with.

I might even go so far as to work with a &amp;quot;fake&amp;quot; animation scene file that
doesn't do anything - or at least very little, and render it with a very small
image size to speed up debugging.
You might even consider putting your debug values as text objects in the scene -
it helps a lot when odd, unexpected things happen - all the data is right there
in the image frame.

I'm at work right now and don't have a copy of my torus animation file handy  :(

I'll see if I can remember to make a copy tonight.
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 21 Feb 2017 17:55:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Klewlis] Re: Shed version 2 [3348 days 8 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; So 0 to 0.1 will be Clock1, which goes from Clock*10 = 0 to Clock*10 = 1&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Then the next range block gets rendered from 0.11 to 0.2&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; (Clock-0.1)*10 = 0 to (Clock-0.1)*10 = 1&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Just an idea - I honestly haven't played with Chris Colefax's ClockMod macros,&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; so I can't say if that's any easier / better.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #switch (frame_number)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #range (1, 35)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #declare b=b+1;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         object { SunLight&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             rotate x*(b/2)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #break&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #range (36, 60)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         object { SunLight&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             rotate x*(b/2)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #break&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #range (61, 282)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #declare b=b+1;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         object { SunLight&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             rotate x*(b/2)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #break&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Do you see anything wrong with this code?  It doesn't appear to be working. The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; idea is that the shadows movement gives the perception of time passing, but no&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; movement during camera transitions.  I also tried it without the #break at the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; end of each range.  POV-Ray isn't issuing any complaints about the code.&lt;/span&gt;

OK, I suspect the problem is in the fact that I am running the animation from an
..ini file.  This would be the same problem I had with the #while command.

Ken
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Feb 2017 15:35:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Klewlis] Re: Shed version 2 [3348 days 9 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So 0 to 0.1 will be Clock1, which goes from Clock*10 = 0 to Clock*10 = 1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then the next range block gets rendered from 0.11 to 0.2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (Clock-0.1)*10 = 0 to (Clock-0.1)*10 = 1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just an idea - I honestly haven't played with Chris Colefax's ClockMod macros,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; so I can't say if that's any easier / better.&lt;/span&gt;

#switch (frame_number)
    #range (1, 35)
        #declare b=b+1;
        object { SunLight
            rotate x*(b/2)
        }
    #break
    #range (36, 60)
        object { SunLight
            rotate x*(b/2)
        }
    #break
    #range (61, 282)
        #declare b=b+1;
        object { SunLight
            rotate x*(b/2)
        }
    #break
#end

Do you see anything wrong with this code?  It doesn't appear to be working. The
idea is that the shadows movement gives the perception of time passing, but no
movement during camera transitions.  I also tried it without the #break at the
end of each range.  POV-Ray isn't issuing any complaints about the code.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 19 Feb 2017 14:45:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: What to do with walls. [3350 days 10 hours and 15 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/17/2017 11:54 AM, Mr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Now it's committed back to trunk (ou can get a snapshot here:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;
https://git.blender.org/gitweb/gitweb.cgi/blender-addons.git/tree/refs/heads/master:/render_povray&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Does it solve your issue?&lt;/span&gt;

It might have or it might be that I got my knickers in a twist with the 
addon folders over the versions.
Following my usual quick and dirty backup methods. I copied the folder 
to the parent folder as a copy. When I updated render_povray it was the 
same and the material tab was empty. Then I moved the backup folders and 
it works the way it should.
Thanks and sorry for the confusion.


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 17 Feb 2017 13:30:58 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: What to do with walls. [3350 days 11 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/15/2017 10:19 AM, Mr wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; On 2/11/2017 6:46 PM, LanuHum wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; unpack zip file&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; move the &amp;quot;povray&amp;quot; folder to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; if installer blender-278:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; C:\Documents and Settings\All Users\AppData\Roaming\Blender&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; Foundation\Blender\2.78\scripts\addons&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; if zip file blender-278:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; \path\to\blender-2.78x-windowsxx\2.78\scripts\addons&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; Blender start. Go to user preferences -&amp;gt; add-ons -&amp;gt; render -&amp;gt; check&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; Render:Povray with BlendPov-alternative exporter.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; If error -&amp;gt; uncheck official addon, save user setting and restart Blender and&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt; check Render:Povray with BlendPov-alternative exporter.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Thank you that worked. I got it installed and working.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; I did an upgrade to Blender 2.78b to get a clean copy of the official&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; exporter. I still have a problem with the Physics tab. Selecting a mesh&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; and clicking the &amp;quot;bouncing ball&amp;quot; icon. There is nothing there. No&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; buttons for the different types of physics systems. A blank underneath&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; the properties. Both in your version and in the official one.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; I will think about it while I get more experience using the Blender&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Renderer. I need to know how it should work first.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Thanks for your time.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt; &amp;gt;&amp;gt;       Stephen&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Maybe you noticed that once you set things up in Blender Internal and switch&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; back to POV your physics still export properly?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; No, I did not notice that before. Thanks for pointing it out.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; When I press the animation button. Nothing happens except the UV/image&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; editor window sits there. Unless I set the output to a movie format when&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it renders the frames (then deletes them) but no movie file is saved. At&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; least I could not find the unique name I used.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; It's a good thing to start&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; learning Blender internal, as the official exporter has some intent to emulate&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; it.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; There is a lot of learning in Blender. The rigid body physics is similar&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; to Poser physics so that is okay. The animation module layout is not&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; intuitive, to me. And the UV mapping. I am getting the hang of it but it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; does not seem right that you wrap a spherical mapping on a globe,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; initially but set the texture to a flat mapping.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Q. Why do I have to have emission greater than zero to see detail on the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; rendered output when using UV mapping and ambient seems to have no effect?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Thanks for the report! (and proof that we need more)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I am still waiting to get feedback on my previous reports so I can retest.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; It's solved and will be&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; committed to source when I get back to my computer.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; The below code was missing&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; line 52 of ui.py in render_povray :&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; # wrapping every class 'as is'&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; from bl_ui import properties_physics_common&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; for member in dir(properties_physics_common):&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;      subclass = getattr(properties_physics_common, member)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;      try:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;          subclass.COMPAT_ENGINES.add('POVRAY_RENDER')&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;      except:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;          pass&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; del properties_physics_common&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I inserted these lines with two blank lines above and below.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I saw no difference to the Physics tab.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My ui.py file is now 1680 lines and 79.2 KB&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      Stephen&lt;/span&gt;

Now it's committed back to trunk (ou can get a snapshot here:
https://git.blender.org/gitweb/gitweb.cgi/blender-addons.git/tree/refs/heads/master:/render_povray

Does it solve your issue?
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 17 Feb 2017 11:55:01 GMT</pubDate>
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	<item>
		<title>[clipka] Re: Tales from a Renderfarm [3351 days 8 hours and 14 minutes ago]</title>
		<description>
&lt;pre&gt;Am 16.02.2017 um 03:21 schrieb dick balaska:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So the i7 is a wee bit faster.  Also, 4 cores means the chip can do 4&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; things at once.  The i7 has 2 threads per core; it can sort-of do 8&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; things at once, but 2 threads share each FPU, I expect waiting for the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; FPU to be involved.&lt;/span&gt;

I think it is realistic to expect hyperthreading to give about 15% more
pixels per unit of time.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But those scenes with BorderChars, the i7 is actually *slower* than the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; i5.  I would think even if a thread is always waiting on the FPU, it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; should still be minimally 6% (34/32) faster than the i5.&lt;/span&gt;
...
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I can't imagine anything you could do different. It's just SDL.  The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; issue has to be deep in the optimization code of the M$ compiler.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or ... I blame clipka.&lt;/span&gt;

:)

I tend to blame it on different cache sizes. Or different number of CPU
clock ticks required to execute particular instructions. Or differences
in the CPU clock. Or in the branch prediction. Or in the instruction
pipeline depth. Or... well, I guess you get the picture: CPU performance
is an utterly complicated topic.
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 16 Feb 2017 15:32:07 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Tales from a Renderfarm [3351 days 13 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I can't imagine anything you could do different. It's just SDL.  The&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; issue has to be deep in the optimization code of the M$ compiler.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or ... I blame clipka.&lt;/span&gt;

OK I understand now. I thought maybe you had found a bug that I missed. Thank
goodness you didn't!

Regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 16 Feb 2017 09:50:00 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: Tales from a Renderfarm [3351 days 21 hours and 25 minutes ago]</title>
		<description>
&lt;pre&gt;Am 2017-02-15 12:20, also sprach Dave Blandston:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; So huh, it is BorderChars that is slow on my i7. I never could have&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; guessed something scene-specific could do that.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Hi there, I'm not sure exactly what you're describing&lt;/span&gt;

i5 = 3.2Ghz, 4 cores
i7 = 3.4Ghz, 4 cores, 8 threads.

So the i7 is a wee bit faster.  Also, 4 cores means the chip can do 4 
things at once.  The i7 has 2 threads per core; it can sort-of do 8 
things at once, but 2 threads share each FPU, I expect waiting for the 
FPU to be involved.

In practice, I see the i7 average running about 80% faster than the i5.
(Looking at the Christmas tree, 26 minutes for i7 vs. 43 minutes for i5.)

But those scenes with BorderChars, the i7 is actually *slower* than the 
i5.  I would think even if a thread is always waiting on the FPU, it 
should still be minimally 6% (34/32) faster than the i5.

but if you identify a
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; problem with BorderChars I'll be interested to know about it in case it's&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; something that can be fixed.&lt;/span&gt;

I can't imagine anything you could do different. It's just SDL.  The 
issue has to be deep in the optimization code of the M$ compiler.
Or ... I blame clipka.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I did notice you're using FontVariationNumber 28 with the sample interior&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; object. (It looks great in your animation!)&lt;/span&gt;

Thanks!  My problem now is, I did those 3 shots with BorderChars and 
then it goes back to regular boring white characters and my brain says 
&amp;quot;wtf, fix it, dude&amp;quot;.


&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Regards,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Dave Blandston&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;


-- 
dik
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 16 Feb 2017 02:21:18 GMT</pubDate>
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	</item>
	<item>
		<title>[Dave Blandston] Re: Tales from a Renderfarm [3352 days 6 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;dick balaska &amp;lt;dic###&amp;nbsp;[at]&amp;nbsp;buckosoft&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So huh, it is BorderChars that is slow on my i7. I never could have&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; guessed something scene-specific could do that.&lt;/span&gt;

Hi there, I'm not sure exactly what you're describing but if you identify a
problem with BorderChars I'll be interested to know about it in case it's
something that can be fixed.

I did notice you're using FontVariationNumber 28 with the sample interior
object. (It looks great in your animation!) The wavy interior object renders
extremely slowly due to the use of so many sphere_sweeps. You can speed it up a
little by changing the setting of &amp;quot;#local DeltaTheta = 30;&amp;quot; to 45. This will be
perfectly acceptable for your scene.

Regards,
Dave Blandston
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Feb 2017 17:25:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: What to do with walls. [3352 days 11 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/15/2017 10:19 AM, Mr wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 2/11/2017 6:46 PM, LanuHum wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; unpack zip file&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; move the &amp;quot;povray&amp;quot; folder to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; if installer blender-278:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; C:\Documents and Settings\All Users\AppData\Roaming\Blender&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Foundation\Blender\2.78\scripts\addons&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; if zip file blender-278:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; \path\to\blender-2.78x-windowsxx\2.78\scripts\addons&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Blender start. Go to user preferences -&amp;gt; add-ons -&amp;gt; render -&amp;gt; check&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Render:Povray with BlendPov-alternative exporter.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; If error -&amp;gt; uncheck official addon, save user setting and restart Blender and&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; check Render:Povray with BlendPov-alternative exporter.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Thank you that worked. I got it installed and working.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I did an upgrade to Blender 2.78b to get a clean copy of the official&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; exporter. I still have a problem with the Physics tab. Selecting a mesh&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; and clicking the &amp;quot;bouncing ball&amp;quot; icon. There is nothing there. No&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; buttons for the different types of physics systems. A blank underneath&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; the properties. Both in your version and in the official one.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I will think about it while I get more experience using the Blender&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Renderer. I need to know how it should work first.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Thanks for your time.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;       Stephen&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Maybe you noticed that once you set things up in Blender Internal and switch&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; back to POV your physics still export properly?&lt;/span&gt;

No, I did not notice that before. Thanks for pointing it out.
When I press the animation button. Nothing happens except the UV/image 
editor window sits there. Unless I set the output to a movie format when 
it renders the frames (then deletes them) but no movie file is saved. At 
least I could not find the unique name I used.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's a good thing to start&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; learning Blender internal, as the official exporter has some intent to emulate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
There is a lot of learning in Blender. The rigid body physics is similar 
to Poser physics so that is okay. The animation module layout is not 
intuitive, to me. And the UV mapping. I am getting the hang of it but it 
does not seem right that you wrap a spherical mapping on a globe, 
initially but set the texture to a flat mapping.

Q. Why do I have to have emission greater than zero to see detail on the 
rendered output when using UV mapping and ambient seems to have no effect?


&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for the report! (and proof that we need more)&lt;/span&gt;

I am still waiting to get feedback on my previous reports so I can retest.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It's solved and will be&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; committed to source when I get back to my computer.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The below code was missing&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; line 52 of ui.py in render_povray :&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; # wrapping every class 'as is'&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; from bl_ui import properties_physics_common&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; for member in dir(properties_physics_common):&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      subclass = getattr(properties_physics_common, member)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      try:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;          subclass.COMPAT_ENGINES.add('POVRAY_RENDER')&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      except:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;          pass&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; del properties_physics_common&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;


I inserted these lines with two blank lines above and below.
I saw no difference to the Physics tab.
My ui.py file is now 1680 lines and 79.2 KB


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Feb 2017 12:35:04 GMT</pubDate>
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	</item>
	<item>
		<title>[Mr] Re: What to do with walls. [3352 days 13 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/11/2017 6:46 PM, LanuHum wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; unpack zip file&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; move the &amp;quot;povray&amp;quot; folder to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; if installer blender-278:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; C:\Documents and Settings\All Users\AppData\Roaming\Blender&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Foundation\Blender\2.78\scripts\addons&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; if zip file blender-278:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; \path\to\blender-2.78x-windowsxx\2.78\scripts\addons&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Blender start. Go to user preferences -&amp;gt; add-ons -&amp;gt; render -&amp;gt; check&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Render:Povray with BlendPov-alternative exporter.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; If error -&amp;gt; uncheck official addon, save user setting and restart Blender and&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; check Render:Povray with BlendPov-alternative exporter.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thank you that worked. I got it installed and working.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I did an upgrade to Blender 2.78b to get a clean copy of the official&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; exporter. I still have a problem with the Physics tab. Selecting a mesh&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; and clicking the &amp;quot;bouncing ball&amp;quot; icon. There is nothing there. No&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; buttons for the different types of physics systems. A blank underneath&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the properties. Both in your version and in the official one.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I will think about it while I get more experience using the Blender&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Renderer. I need to know how it should work first.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Thanks for your time.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      Stephen&lt;/span&gt;

Maybe you noticed that once you set things up in Blender Internal and switch
back to POV your physics still export properly? It's a good thing to start
learning Blender internal, as the official exporter has some intent to emulate
it.

Thanks for the report! (and proof that we need more) It's solved and will be
committed to source when I get back to my computer. The below code was missing
line 52 of ui.py in render_povray :

# wrapping every class 'as is'
from bl_ui import properties_physics_common
for member in dir(properties_physics_common):
    subclass = getattr(properties_physics_common, member)
    try:
        subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    except:
        pass
del properties_physics_common
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Feb 2017 10:20:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Shed version 2 [3352 days 15 hours and 53 minutes ago]</title>
		<description>
&lt;pre&gt;On 14-2-2017 14:35, Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/14/2017 12:23 PM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 14-2-2017 8:51, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Well you can keep Geert Wilders. We have enough trouble makers of our&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; own. ;-)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; BTW Good luck on the ides of March. I just noticed the date of your&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Elections.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; You never know, You and the French may join us in &amp;quot;The Common Market&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Ver 2.0 :-)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I don't know what is going to happen. It is time for a strategic vote&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; but even then, Mr. W. will probably win... but not to form any&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; government as no coalition will be possible with his 'party'. (His, is&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; not a party s.s. by the way, as he is the only and unique member of the&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; PVV. Interesting isn't it?)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Otherwise, following better economical perspectives, Europe is no longer&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; really an issue for these elections. The negative consequences for a&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Nexit are too strong and few are really interested. It is now all about&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; 'identity' and mosques...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That is what they said here. &amp;lt;Gulp!&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Yes, I know... :-[ However, I think that the NL situation is a bit 
different.

[we are definitely going ot here]

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Feb 2017 07:53:26 GMT</pubDate>
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	<item>
		<title>[dick balaska] Re: Shed version 2 [3352 days 23 hours and 37 minutes ago]</title>
		<description>
&lt;pre&gt;Am 2017-02-14 18:36, also sprach Klewlis:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Where can this information be found in the help file?  I am interested in other&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Boolean operators as well.&lt;/span&gt;

http://www.povray.org/documentation/3.7.0/r3_3.html#r3_3_1_5_3

-- 
dik
&lt;/pre&gt;
		</description>
		<pubDate>Wed, 15 Feb 2017 00:08:48 GMT</pubDate>
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	</item>
	<item>
		<title>[Klewlis] Re: Shed version 2 [3353 days and 6 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;omniverse&amp;quot; &amp;lt;omn###&amp;nbsp;[at]&amp;nbsp;charter&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Not sure what you're wanting to do, so this is only a guess:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #if(frame_number&amp;gt;5&amp;amp;frame_number&amp;lt;11)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     rotate x*(frame_number*10)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; That confines the rotation to those number of frames.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
If I remember my programming days the &amp;amp; is a Boolean operator.  I searched every
keyword I could think of and found no hint you could construct a test with both
a lower and upper limit.  I ended up with

#if (frame_number&amp;gt;5)
    #if (frame_number&amp;lt;11)
        rotate x*(frame_number*10)
    #end
#end

I don't know if nesting #if tests eventually causes a problem, but it worked.  I
much prefer to use the &amp;amp; to concatenate the two tests.

Where can this information be found in the help file?  I am interested in other
Boolean operators as well.

The coding shown was just an experiment to see if I could work in a lower and
upper limit.  The actual circumstance is to add temporary bracing to the top of
the walls and then stop rendering it once the ceiling joists and rafters are
added.

Thank you
Ken
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 14 Feb 2017 23:40:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Shed version 2 [3353 days 10 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/14/2017 12:23 PM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 14-2-2017 8:51, Stephen wrote:&lt;/span&gt;

&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Well you can keep Geert Wilders. We have enough trouble makers of our&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; own. ;-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; BTW Good luck on the ides of March. I just noticed the date of your&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Elections.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; You never know, You and the French may join us in &amp;quot;The Common Market&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Ver 2.0 :-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I don't know what is going to happen. It is time for a strategic vote&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; but even then, Mr. W. will probably win... but not to form any&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; government as no coalition will be possible with his 'party'. (His, is&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; not a party s.s. by the way, as he is the only and unique member of the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; PVV. Interesting isn't it?)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Otherwise, following better economical perspectives, Europe is no longer&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; really an issue for these elections. The negative consequences for a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Nexit are too strong and few are really interested. It is now all about&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 'identity' and mosques...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

That is what they said here. &amp;lt;Gulp!&amp;gt;


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 14 Feb 2017 13:35:19 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Shed version 2 [3353 days 11 hours and 23 minutes ago]</title>
		<description>
&lt;pre&gt;On 14-2-2017 8:51, Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/14/2017 7:40 AM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 13-2-2017 14:18, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; On 2/13/2017 12:35 PM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Nah! in the UK it is always drizzling... :-)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; You should know. The Netherlands often gets our leftover weather. ;-)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Except this winter. We blow all our unwanted stuff your way ;-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Well you can keep Geert Wilders. We have enough trouble makers of our&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; own. ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; BTW Good luck on the ides of March. I just noticed the date of your&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Elections.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You never know, You and the French may join us in &amp;quot;The Common Market&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Ver 2.0 :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

I don't know what is going to happen. It is time for a strategic vote 
but even then, Mr. W. will probably win... but not to form any 
government as no coalition will be possible with his 'party'. (His, is 
not a party s.s. by the way, as he is the only and unique member of the 
PVV. Interesting isn't it?)

Otherwise, following better economical perspectives, Europe is no longer 
really an issue for these elections. The negative consequences for a 
Nexit are too strong and few are really interested. It is now all about 
'identity' and mosques...

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 14 Feb 2017 12:23:17 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: What to do with walls. [3353 days 13 hours and 5 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/11/2017 6:46 PM, LanuHum wrote:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; unpack zip file&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; move the &amp;quot;povray&amp;quot; folder to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; if installer blender-278:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; C:\Documents and Settings\All Users\AppData\Roaming\Blender&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Foundation\Blender\2.78\scripts\addons&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; if zip file blender-278:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; \path\to\blender-2.78x-windowsxx\2.78\scripts\addons&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Blender start. Go to user preferences -&amp;gt; add-ons -&amp;gt; render -&amp;gt; check&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Render:Povray with BlendPov-alternative exporter.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If error -&amp;gt; uncheck official addon, save user setting and restart Blender and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; check Render:Povray with BlendPov-alternative exporter.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Thank you that worked. I got it installed and working.
I did an upgrade to Blender 2.78b to get a clean copy of the official 
exporter. I still have a problem with the Physics tab. Selecting a mesh 
and clicking the &amp;quot;bouncing ball&amp;quot; icon. There is nothing there. No 
buttons for the different types of physics systems. A blank underneath 
the properties. Both in your version and in the official one.

I will think about it while I get more experience using the Blender 
Renderer. I need to know how it should work first.

Thanks for your time.



-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 14 Feb 2017 10:41:20 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Shed version 2 [3353 days 15 hours and 55 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/14/2017 7:40 AM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 13-2-2017 14:18, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 2/13/2017 12:35 PM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Nah! in the UK it is always drizzling... :-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; You should know. The Netherlands often gets our leftover weather. ;-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Except this winter. We blow all our unwanted stuff your way ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Well you can keep Geert Wilders. We have enough trouble makers of our 
own. ;-)

BTW Good luck on the ides of March. I just noticed the date of your 
Elections.
You never know, You and the French may join us in &amp;quot;The Common Market&amp;quot; 
Ver 2.0 :-)


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 14 Feb 2017 07:51:17 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: Shed version 2 [3353 days 16 hours and 5 minutes ago]</title>
		<description>
&lt;pre&gt;On 13-2-2017 14:18, Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/13/2017 12:35 PM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Nah! in the UK it is always drizzling... :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You should know. The Netherlands often gets our leftover weather. ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Except this winter. We blow all our unwanted stuff your way ;-)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Tue, 14 Feb 2017 07:40:58 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Shed version 2 [3354 days 3 hours and 48 minutes ago]</title>
		<description>
&lt;pre&gt;Am 2017-02-13 12:42, also sprach Bald Eagle:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; using windows Movie Maker, because I can't afford to buy anything at this time.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I use VideoMach - seems to work well enough for what I want to do most of the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; time.&lt;/span&gt;

ffmpeg. It's great. It's the best encoder. Other encoders are losers!  Sad!

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; One thing I've done for some step-wise animations is to set up my scene file in&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; a Switch-Range-Break block - the main animation clock drives the whole scene and&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; determines which range block gets rendered, and then each range section has a&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; sub-clock that does its own 0-1.&lt;/span&gt;

Yes! To me, this is the secret of animation. Everything gets broken down 
to a movement of 0-1.  Opening a door is 0-1 (0 degrees - 110 degrees) 
and then scaled to fit the scene.  So,

#declare FirstMoveStart = 0.0;
#declare FirstMoveEnd   = 0.1;

#switch (clock)
    #range (FirstMoveStart, FirstMoveEnd)
       #declare I = AniSegment(FirstMoveStart, FirstMoveEnd);
       ...
       #break
#end

#macro AniSegment(_start, _end)
    ((clock-_start)/(_end-_start))
#end

so I becomes 0-1 in that range block

Another helper is
///////////////////////////////////////////////////////
// Move a Vector from, to, increment
#macro MoveV(_from, _to, __i)
	&amp;lt;_from.x+((_to.x-_from.x)*__i),
	 _from.y+((_to.y-_from.y)*__i),
	 _from.z+((_to.z-_from.z)*__i)&amp;gt;
#end

And then, given a starting and end vector, I move between them.
#local V = MoveV(&amp;lt;0,0,0&amp;gt;, &amp;lt;1,1,1&amp;gt;, I)

And one more thing. :)
I always apply acceleration/deceleration to a move. So,
#declare I = AniSegment(FirstMoveStart, FirstMoveEnd);
#declare F = 0.5-(cos(I/2*pi2)/2);

(which is the top left curve here
http://www.buckosoft.com/~dick/pov/curves/ )

This gives a more natural feel to movement.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; So 0 to 0.1 will be Clock1, which goes from Clock*10 = 0 to Clock*10 = 1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then the next range block gets rendered from 0.11 to 0.2&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; (Clock-0.1)*10 = 0 to (Clock-0.1)*10 = 1&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Just an idea - I honestly haven't played with Chris Colefax's ClockMod macros,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; so I can't say if that's any easier / better.&lt;/span&gt;

I played with them years ago and rejected them. Once you start with them 
you're kind of tied in to that system and I needed more flexibility.

One other thing, I don't actually use clock directly.  I use
#declare myclock = clock * SceneDurationInSeconds;
which gives me more natural timestamps for cues, and I can vary the 
frame rate (number of frames in the scene) independently of the action.

-- 
dik
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 19:58:19 GMT</pubDate>
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		<title>[Klewlis] Re: Shed version 2 [3354 days 5 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 13.02.2017 um 17:46 schrieb Klewlis:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Because you can't loop over frames in your .pov file. POV-Ray already&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; does that loop for you, and re-parses the .pov file all over again for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; each frame, with values like frame_number acting as some kind of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; parameter. So in your .pov file you can test which frame is currently&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; being rendered, but you cannot actively loop over multiple frames.&lt;/span&gt;

That should have been obvious to me, I know POV re-parses the entire scene with
each tick of the clock.

Thank you
Ken
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 18:25:01 GMT</pubDate>
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	<item>
		<title>[omniverse] Re: Shed version 2 [3354 days 5 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 13.02.2017 um 17:46 schrieb Klewlis:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; &amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;         #while (frame_number&amp;lt;11)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;             rotate x*(frame_number*10)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;         #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Because you can't loop over frames in your .pov file.&lt;/span&gt;

As clipka says... or to put it another way, the while loop doesn't terminate
unless given a finite number of iterations.
frame_number&amp;lt;11 is never reached, unless you began at 11.

Not sure what you're wanting to do, so this is only a guess:

#if(frame_number&amp;gt;5&amp;amp;frame_number&amp;lt;11)
    rotate x*(frame_number*10)
#end

That confines the rotation to those number of frames.

Your current animation is more than I expected. I was thinking of the last
camera movement during the whole thing, although I realized it might not be
simple to implement if your wall raisings are only segmented parts put together.

BaldEagle's #switch #range suggestion is good to help with that.

Bob
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 18:25:00 GMT</pubDate>
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	<item>
		<title>[Bald Eagle] Re: Shed version 2 [3354 days 6 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using windows Movie Maker, because I can't afford to buy anything at this time.&lt;/span&gt;

I use VideoMach - seems to work well enough for what I want to do most of the
time.

One thing I've done for some step-wise animations is to set up my scene file in
a Switch-Range-Break block - the main animation clock drives the whole scene and
determines which range block gets rendered, and then each range section has a
sub-clock that does its own 0-1.

So 0 to 0.1 will be Clock1, which goes from Clock*10 = 0 to Clock*10 = 1
Then the next range block gets rendered from 0.11 to 0.2
(Clock-0.1)*10 = 0 to (Clock-0.1)*10 = 1

Just an idea - I honestly haven't played with Chris Colefax's ClockMod macros,
so I can't say if that's any easier / better.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 17:45:01 GMT</pubDate>
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	<item>
		<title>[clipka] Re: Shed version 2 [3354 days 6 hours and 19 minutes ago]</title>
		<description>
&lt;pre&gt;Am 13.02.2017 um 17:46 schrieb Klewlis:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Anyone know why this works:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; camera {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     location &amp;lt;-240, 100, 118&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     //direction &amp;lt;0, 0,  3.0&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     //right x*1.33&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     look_at &amp;lt;0, 50, 118&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; //experimental&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #if (frame_number&amp;gt;5)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             rotate x*(frame_number*10)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; //#end experimental&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; }&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; But this doesn't:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; camera {&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     location &amp;lt;-240, 100, 118&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     //direction &amp;lt;0, 0,  3.0&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     //right x*1.33&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;     look_at &amp;lt;0, 50, 118&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; //experimental&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #while (frame_number&amp;lt;11)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;             rotate x*(frame_number*10)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;         #end&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; //#end experimental&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; }&lt;/span&gt;

Because you can't loop over frames in your .pov file. POV-Ray already
does that loop for you, and re-parses the .pov file all over again for
each frame, with values like frame_number acting as some kind of
parameter. So in your .pov file you can test which frame is currently
being rendered, but you cannot actively loop over multiple frames.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 17:27:09 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: Shed version 2 [3354 days 6 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/13/2017 2:19 PM, dick balaska wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Am 2017-02-13 08:18, also sprach Stephen:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 2/13/2017 12:35 PM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Nah! in the UK it is always drizzling... :-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; You should know. The Netherlands often gets our leftover weather. ;-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Netherlands second!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://www.youtube.com/watch?v=ELD2AwFN9Nc&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Very good :-)
And you were second. The second country to throw the founding fathers 
out after England* did.

* My lot (Scotland) kept them bottled them up until they became Rednecks 
before sending them to Texas and similar states.


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 17:24:19 GMT</pubDate>
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	<item>
		<title>[clipka] Re: Shed version 2 [3354 days 6 hours and 47 minutes ago]</title>
		<description>
&lt;pre&gt;Am 13.02.2017 um 17:38 schrieb Klewlis:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I really like the camera movement.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/a6MPNCVGZm8&lt;/span&gt;

Absolutely.
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 16:58:48 GMT</pubDate>
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	<item>
		<title>[Klewlis] Re: Shed version 2 [3354 days 6 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:

Anyone know why this works:

camera {
    location &amp;lt;-240, 100, 118&amp;gt;
    //direction &amp;lt;0, 0,  3.0&amp;gt;
    //right x*1.33
    look_at &amp;lt;0, 50, 118&amp;gt;
//experimental
    #if (frame_number&amp;gt;5)
            rotate x*(frame_number*10)
    #end
//#end experimental
}

But this doesn't:

camera {
    location &amp;lt;-240, 100, 118&amp;gt;
    //direction &amp;lt;0, 0,  3.0&amp;gt;
    //right x*1.33
    look_at &amp;lt;0, 50, 118&amp;gt;
//experimental
        #while (frame_number&amp;lt;11)
            rotate x*(frame_number*10)
        #end
//#end experimental
}
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 16:50:00 GMT</pubDate>
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	<item>
		<title>[Klewlis] Re: Shed version 2 [3354 days 7 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/12/2017 7:39 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Looks good! Sure helps add fluidity having movement... hey, a thought...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And a slight movement in the sky would help with a sense of &amp;quot;time going by&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      Stephen&lt;/span&gt;

I have been considering the sky movement from the very start, but I am not going
to work on that until the shed is complete.  Complete build slab to siding to
roof, in one day, (one day in the animation that is).
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 16:45:01 GMT</pubDate>
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		<title>[Klewlis] Re: Shed version 2 [3354 days 7 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;omniverse&amp;quot; &amp;lt;omn###&amp;nbsp;[at]&amp;nbsp;charter&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Looks good! Sure helps add fluidity having movement... hey, a thought... which&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you seemed to be hinting at already. Camera view moving around from wall to wall&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; would give it less slideshow feel too.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bob&lt;/span&gt;

I really like the camera movement.

https://youtu.be/a6MPNCVGZm8

Ken
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 16:40:00 GMT</pubDate>
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	</item>
	<item>
		<title>[dick balaska] Re: Shed version 2 [3354 days 9 hours and 26 minutes ago]</title>
		<description>
&lt;pre&gt;Am 2017-02-13 08:18, also sprach Stephen:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/13/2017 12:35 PM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Nah! in the UK it is always drizzling... :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You should know. The Netherlands often gets our leftover weather. ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Netherlands second!
https://www.youtube.com/watch?v=ELD2AwFN9Nc


-- 
dik
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 14:19:31 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: Shed version 2 [3354 days 10 hours and 28 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/13/2017 12:35 PM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Nah! in the UK it is always drizzling... :-)&lt;/span&gt;


You should know. The Netherlands often gets our leftover weather. ;-)

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 13:18:13 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Shed version 2 [3354 days 11 hours and 10 minutes ago]</title>
		<description>
&lt;pre&gt;On 13-2-2017 9:37, Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/13/2017 7:55 AM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 13-2-2017 0:47, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; On 2/12/2017 9:49 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; On 2/12/2017 7:39 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Looks good! Sure helps add fluidity having movement... hey, a&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; thought...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; And a slight movement in the sky would help with a sense of &amp;quot;time&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; going by&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Yeah, good idea, makes me think time lapse photography to get a real&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; sense of&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; actual build time. Although sunrise to sunset would indicate a slow&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; build for&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; what's there right now, so maybe either sunrise to noon or noon to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; sunset until&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; more complete.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Or am I overthinking this?  ;)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; No, dawn to dusk would be my preference.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; A good days work. :-)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; With a pause at noon surely? The man needs to eat! ;-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Only mad dogs and Englishmen go out in the midday sun. Sorry. :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Nah! in the UK it is always drizzling... :-)

[or was, before climate change...]

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 12:35:36 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: Shed version 2 [3354 days 15 hours and 8 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/13/2017 7:55 AM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 13-2-2017 0:47, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 2/12/2017 9:49 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; On 2/12/2017 7:39 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Looks good! Sure helps add fluidity having movement... hey, a&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; thought...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; And a slight movement in the sky would help with a sense of &amp;quot;time&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; going by&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Yeah, good idea, makes me think time lapse photography to get a real&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; sense of&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; actual build time. Although sunrise to sunset would indicate a slow&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; build for&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; what's there right now, so maybe either sunrise to noon or noon to&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; sunset until&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; more complete.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Or am I overthinking this?  ;)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; No, dawn to dusk would be my preference.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; A good days work. :-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; With a pause at noon surely? The man needs to eat! ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Only mad dogs and Englishmen go out in the midday sun. Sorry. :-)


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 08:37:33 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: Shed version 2 [3354 days 15 hours and 50 minutes ago]</title>
		<description>
&lt;pre&gt;On 13-2-2017 0:47, Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/12/2017 9:49 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; On 2/12/2017 7:39 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Looks good! Sure helps add fluidity having movement... hey, a&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; thought...&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; And a slight movement in the sky would help with a sense of &amp;quot;time&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; going by&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Yeah, good idea, makes me think time lapse photography to get a real&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; sense of&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; actual build time. Although sunrise to sunset would indicate a slow&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; build for&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; what's there right now, so maybe either sunrise to noon or noon to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; sunset until&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; more complete.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Or am I overthinking this?  ;)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; No, dawn to dusk would be my preference.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; A good days work. :-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

With a pause at noon surely? The man needs to eat! ;-)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Mon, 13 Feb 2017 07:55:59 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: Shed version 2 [3354 days 23 hours and 59 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/12/2017 9:49 PM, omniverse wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 2/12/2017 7:39 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Looks good! Sure helps add fluidity having movement... hey, a thought...&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; And a slight movement in the sky would help with a sense of &amp;quot;time going by&amp;quot;.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Yeah, good idea, makes me think time lapse photography to get a real sense of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; actual build time. Although sunrise to sunset would indicate a slow build for&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; what's there right now, so maybe either sunrise to noon or noon to sunset until&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; more complete.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Or am I overthinking this?  ;)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
No, dawn to dusk would be my preference.
A good days work. :-)

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 23:47:04 GMT</pubDate>
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	</item>
	<item>
		<title>[omniverse] Re: Shed version 2 [3355 days 1 hour and 56 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/12/2017 7:39 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; Looks good! Sure helps add fluidity having movement... hey, a thought...&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And a slight movement in the sky would help with a sense of &amp;quot;time going by&amp;quot;.&lt;/span&gt;

Yeah, good idea, makes me think time lapse photography to get a real sense of
actual build time. Although sunrise to sunset would indicate a slow build for
what's there right now, so maybe either sunrise to noon or noon to sunset until
more complete.
Or am I overthinking this?  ;)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 21:50:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: Shed version 2 [3355 days 3 hours and 22 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/12/2017 7:39 PM, omniverse wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Looks good! Sure helps add fluidity having movement... hey, a thought...&lt;/span&gt;

And a slight movement in the sky would help with a sense of &amp;quot;time going by&amp;quot;.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 20:23:50 GMT</pubDate>
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	</item>
	<item>
		<title>[omniverse] Re: Shed version 2 [3355 days 4 hours and 6 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; using windows Movie Maker, because I can't afford to buy anything at this time.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 0.5 seconds on each still frame, 15 frames in 0.9 seconds for the tilt-up of the&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; walls&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the tilt-up is much smoother than I thought it would be.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/J1R3EnIDCgc&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you can see version 1 in the thread /animations/grouping objects for transforms&lt;/span&gt;

Looks good! Sure helps add fluidity having movement... hey, a thought... which
you seemed to be hinting at already. Camera view moving around from wall to wall
would give it less slideshow feel too.

Animation doesn't always need a high frame rate anyway, cartoons often use low
frame counts; so 12 per second can be okay. Yours was 16.667 per second for
those fastest parts.

Hmm, on that note... if you do move the camera all the way around it'll require
upping the frame count per second since that's a lot of movement.
Maybe just going from first position to last position (walls to roof) from start
to end could be okay...?

Bob
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 19:40:01 GMT</pubDate>
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	<item>
		<title>[Klewlis] Re: grouping objects for transforms [3355 days 5 hours and 31 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;If I rotate them in that position, two of them rotate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; out of the scene. I think I could solve this by translating the wall to 0 rotate&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 6 degrees then slide it back between each frame. That is how I am currently&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; handling the 90 degree rotation.&lt;/span&gt;

see the thread at:
/animations/Shed version 2

for the tilt-up added to the walls
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 18:15:01 GMT</pubDate>
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	<item>
		<title>[Klewlis] Shed version 2 [3355 days 6 hours and 21 minutes ago]</title>
		<description>
&lt;pre&gt;using windows Movie Maker, because I can't afford to buy anything at this time.

0.5 seconds on each still frame, 15 frames in 0.9 seconds for the tilt-up of the
walls

the tilt-up is much smoother than I thought it would be.

https://youtu.be/J1R3EnIDCgc

you can see version 1 in the thread /animations/grouping objects for transforms
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 17:25:00 GMT</pubDate>
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	<item>
		<title>[Klewlis] Re: relativistic travel effects [3355 days 10 hours and 16 minutes ago]</title>
		<description>
&lt;pre&gt;clipka &amp;lt;ano###&amp;nbsp;[at]&amp;nbsp;anonymous&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;org&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Then again, that was over 20 years ago...&lt;/span&gt;

Hey, watch that.  I remember using POV-Ray 1.somethingoranother.  Can't remember
which version exactly.  But I have not used POV-Ray in 15 or 20 years or more.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 13:30:00 GMT</pubDate>
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	<item>
		<title>[Klewlis] Re: grouping objects for transforms [3355 days 10 hours and 41 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;omniverse&amp;quot; &amp;lt;omn###&amp;nbsp;[at]&amp;nbsp;charter&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I use 0.08 for 29 frames per second. Probably too fast for your building&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; animation.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; If you already knew this, or weren't using Movie Maker, it wasn't slower than &amp;gt;me
building walls anyhow. :D&lt;/span&gt;

Yes, I was using Movie Maker, but was unaware that you could place your own
value in the duration box. Thank you.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; And although it looks like you got the question answered already, I was thinking&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; you might be able to get a rotate in there to raise each wall.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Good luck with the construction!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bob&lt;/span&gt;

The original version I built all walls on either the x=0 axis or the y=0 axis
(the little red sphere sticking out of the side of the slab), used 15 frames to
stand them up (6 degrees each frame), then slid the first and third wall across
the slab to the opposite side. Then built the wall that would stay on the
respective axis.  Not very realistic.  Decided to build the wall at the edge
that it would stand on. If I rotate them in that position, two of them rotate
out of the scene. I think I could solve this by translating the wall to 0 rotate
6 degrees then slide it back between each frame. That is how I am currently
handling the 90 degree rotation.

eventually I plan to show temp bracing, gable studs, longer ridge with
outriggers for an overhang, ceiling joists, doors, windows, siding.  Working on
this in my spare time it has taken me two weeks to get this far.  I also plan to
add some frames while my camera is repositioning.

I appreciate your thoughts and suggestions.
Ken
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 13:05:00 GMT</pubDate>
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	</item>
	<item>
		<title>[clipka] Re: Tales from a Renderfarm [3355 days 13 hours and 17 minutes ago]</title>
		<description>
&lt;pre&gt;Am 12.02.2017 um 08:44 schrieb dick balaska:

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Bleh, yes. I will kill it and start over. It's only a week's worth of&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; renders.  I will take this time to upgrade the farm's povray again.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I visualized povray's git history and chose origin/master (SHA&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; 71c1415e). This is the best tag that has the utf8 fix, and I believe it&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; makes more sense for me to run this version over a year old version. I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; know it's not a proper tag...  Internally, I called this beta.2a .&lt;/span&gt;

Prepare to want to upgrade your farm /again/ in about a week or so ;)
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 10:28:52 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: What to do with walls. [3355 days 15 hours and 42 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/12/2017 12:48 AM, Klewlis wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I have been playing with Blender Physics. Building things and knocking&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; them down. It is quite fun.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://youtu.be/9Fgd2HWAacA&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;       Stephen&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Blender Physics?  This is an outside program?  Not part of POV-Ray?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Klewlis&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
Yes it is a free program with suit of modelling/animation modules and more.

https://www.blender.org/

There is a team developing a PovRay exporter to render directly using 
PovRay.
Blender Physics is an implementation of Bullet Physics.
http://bulletphysics.org/wordpress/

In the first animation I exported all of the Blender objects and 
converted the OBJ files to Mesh2 using PoseRay. Then I rendered them in 
Pov. The other couple of animations were done using Blender's internal 
renderer.

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 08:03:30 GMT</pubDate>
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	<item>
		<title>[dick balaska] Tales from a Renderfarm [3355 days 16 hours and 1 minute ago]</title>
		<description>
&lt;pre&gt;I added some BorderChars to my animation, between the 40-55 second marks.
http://www.buckosoft.com/tteoac/

tl;dr
---------------------------------------------------------------------
I wanted to add some BorderChars to the credits of my animation.
This was a good excercise to actually use povclipse2.  I am pleased with 
that; editing in povclipse2 is superior to pvengine.  Pvengine still has 
a huge leg up on in-program integration with the render engine.
But it is so nice to say &amp;quot;show me a clickable list of all occurrences of 
'StuGuitarExplodeStart' in all files&amp;quot;.  My goal is to get back to my 
mushroom-cloud-in-the-kitchen explosion. Anyway...

So I upgraded my farm's povray and then whined that my i7 is slower than 
my i5s.  I went back to 3.7.1-alpha.8353331, which ran 100K frames for 
me in the past, and still my i7 is slower.  Perhaps M$ is punishing me 
for failing to free upgrade from Win8.1 to Win10. [1] ;)

I was annoyed when 8353331.exe crashed. twice. Of course, Windows 
doesn't just terminate the program. No, it puts up a &amp;quot;checking for a 
solution&amp;quot; dialog and then sits there.  So there is a 10 hour frame 
(instead of 45 minutes) that will forever skew my stats.  I am now 
running 3.7.1-alpha.8451792.  I will update to beta.3 when that is released.

I realized that once upon a time I said, &amp;quot;I can't wait to see a 1080p 
version of my animation!&amp;quot;,  but I was so happy with the 720p-30fps 
version that I never did that.  So I started that 1080p job up. I'm 
irked because my farm was idle for a year and could have been doing that 
job.  I estimate 5-6 months to render it.

Immediately, I notice that my i7 is running twice as fast as my i5 on 
the old, non BorderChars work.

So huh, it is BorderChars that is slow on my i7. I never could have 
guessed something scene-specific could do that.

I got my first test results from 1080p-30fps.  I tried 60fps and 40fps 
but the x.264 encoder laughed at me.  Hmm, there is very very slight 
video tearing at the motion borders. This is especially noticeable 
during slow movement.  Err, I wonder if I should kill it and start again 
at 23.976fps.  That's the bluray standard, anyway.

Bleh, yes. I will kill it and start over. It's only a week's worth of 
renders.  I will take this time to upgrade the farm's povray again.

I visualized povray's git history and chose origin/master (SHA 
71c1415e). This is the best tag that has the utf8 fix, and I believe it 
makes more sense for me to run this version over a year old version. I 
know it's not a proper tag...  Internally, I called this beta.2a .

So the farm is updated, the frames are deleted, I am cranking through 
the credits at 3358 frames per hour. (Once I open that door, it will 
slow down to 30-60 minutes a frame @ 1920x1080)

-- 
dik

[1] At the time, OpenVPN didn't run on win10 and that is a critical 
program for me.
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 07:44:39 GMT</pubDate>
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	</item>
	<item>
		<title>[omniverse] Re: grouping objects for transforms [3355 days 18 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;&amp;quot;Klewlis&amp;quot; &amp;lt;nomail@nomail&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/XZTQ4M88aKk&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; tried to keep it short, somewhat boring.  It was a good learning experience.  I&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; apologize if you can't view a windows movie.&lt;/span&gt;

That's the way I've built walls too. Except it's missing temporary bracing.
;)
Not a criticism but it's a slow build so I wondered if you used Movie Maker
since you said &amp;quot;Windows movie&amp;quot;?

If so, there is a way to put less than 1 second duration for each frame, after
selecting all (Ctrl+A), by just entering a decimal number directly into Video
Tools|Edit|Duration box instead of using the drop-down list.

I use 0.08 for 29 frames per second. Probably too fast for your building
animation.

If you already knew this, or weren't using Movie Maker, it wasn't slower than me
building walls anyhow. :D

And although it looks like you got the question answered already, I was thinking
you might be able to get a rotate in there to raise each wall.

For that you could use ClockMod.inc from Chris Colefax, which allows for easy
ranging of clock values within a single animation (clock 0 to 1).
That way you can specify, for example:

#declare clock_start=0.15; // from 0
#declare clock_end=0.25; // to 1

#include &amp;quot;clockmod.inc&amp;quot;

#declare Wall1Rotate=mclock;

object { Wall1 rotate z*Wall1Rotate*90 }

You would need to use the appropriate axis of rotation, of course. Each wall
requires their own settings, repeat the above using another range of start to
end.

There's also AutoClock macro but I must let you check into all this, if you
haven't already. See Chris Colefax Includes link at:

http://www.povray.org/resources/links/POV-Ray_Include_Macro_and_Object_Files/Include_Files/

Good luck with the construction!

Bob
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 05:35:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Klewlis] Re: What to do with walls. [3355 days 22 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I have been playing with Blender Physics. Building things and knocking&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; them down. It is quite fun.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/9Fgd2HWAacA&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      Stephen&lt;/span&gt;

Blender Physics?  This is an outside program?  Not part of POV-Ray?

Klewlis
&lt;/pre&gt;
		</description>
		<pubDate>Sun, 12 Feb 2017 00:50:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Klewlis] Re: grouping objects for transforms [3356 days 3 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;A simple noob animation, why start with the easy stuff?


https://youtu.be/XZTQ4M88aKk

tried to keep it short, somewhat boring.  It was a good learning experience.  I
apologize if you can't view a windows movie.

Thank all for the help.
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 11 Feb 2017 20:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[LanuHum] Re: What to do with walls. [3356 days 4 hours and 56 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/8/2017 7:26 PM, LanuHum wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I do not think my version stable.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; It requires a complete renovation for Constructive Solid Geometry.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; https://github.com/Lanuhum/BlendPov-alternative&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I downloaded it and installed the zip file but cannot find it in user&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; preferences to activate it.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Using Blender Ver. 2.78.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Any tips?&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; --&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Regards&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;      Stephen&lt;/span&gt;


unpack zip file
move the &amp;quot;povray&amp;quot; folder to
if installer blender-278:
C:\Documents and Settings\All Users\AppData\Roaming\Blender
Foundation\Blender\2.78\scripts\addons
if zip file blender-278:
\path\to\blender-2.78x-windowsxx\2.78\scripts\addons

Blender start. Go to user preferences -&amp;gt; add-ons -&amp;gt; render -&amp;gt; check
Render:Povray with BlendPov-alternative exporter.
If error -&amp;gt; uncheck official addon, save user setting and restart Blender and
check Render:Povray with BlendPov-alternative exporter.

If you get a clean file .pov, the failure gives the exporter script.
I will need your file to the scene of the blender
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 11 Feb 2017 18:50:01 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: What to do with walls. [3356 days 6 hours and 52 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/8/2017 7:26 PM, LanuHum wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I do not think my version stable.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; It requires a complete renovation for Constructive Solid Geometry.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://github.com/Lanuhum/BlendPov-alternative&lt;/span&gt;


I downloaded it and installed the zip file but cannot find it in user 
preferences to activate it.
Using Blender Ver. 2.78.
Any tips?

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 11 Feb 2017 16:53:40 GMT</pubDate>
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	</item>
	<item>
		<title>[Thomas de Groot] Re: What to do with walls. [3356 days 15 hours and 48 minutes ago]</title>
		<description>
&lt;pre&gt;On 10-2-2017 13:38, Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/10/2017 12:19 PM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 10-2-2017 12:09, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; On 2/9/2017 7:56 AM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; On 8-2-2017 17:20, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I have been playing with Blender Physics. Building things and knocking&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; them down. It is quite fun.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; https://youtu.be/9Fgd2HWAacA&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; Was that the day Potus was in town?  ;-)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; No this last one was during that visit.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; https://youtu.be/g2fC1QSEQfM&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; ROFL !&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Now, be sure to expect the men in black on your doorstep within days! ;-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Shame that I will never know as I'm not on Twatter. ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; To be fair. Mrs Clinton is in there too. You just can't see her for very&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; long. So it is fair political comment that the last Presidential&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; election split the country and and looks to paint over the words from&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Emma Lazarus's poem.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Give me your tired, your poor,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Your huddled masses yearning to breathe free,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The wretched refuse of your teeming shore.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Send these, the homeless, tempest-tost to me,&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I lift my lamp beside the golden door!&amp;quot;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

No comments needed. Well done!

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Sat, 11 Feb 2017 07:58:19 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: What to do with walls. [3357 days 11 hours and 7 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/10/2017 12:19 PM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 10-2-2017 12:09, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 2/9/2017 7:56 AM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; On 8-2-2017 17:20, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; I have been playing with Blender Physics. Building things and knocking&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; them down. It is quite fun.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt; https://youtu.be/9Fgd2HWAacA&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; Was that the day Potus was in town?  ;-)&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; No this last one was during that visit.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://youtu.be/g2fC1QSEQfM&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; ROFL !&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Now, be sure to expect the men in black on your doorstep within days! ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Shame that I will never know as I'm not on Twatter. ;-)

To be fair. Mrs Clinton is in there too. You just can't see her for very 
long. So it is fair political comment that the last Presidential 
election split the country and and looks to paint over the words from 
Emma Lazarus's poem.


&amp;quot;Give me your tired, your poor,
Your huddled masses yearning to breathe free,
The wretched refuse of your teeming shore.
Send these, the homeless, tempest-tost to me,
I lift my lamp beside the golden door!&amp;quot;


-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 10 Feb 2017 12:38:47 GMT</pubDate>
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	<item>
		<title>[Thomas de Groot] Re: What to do with walls. [3357 days 11 hours and 27 minutes ago]</title>
		<description>
&lt;pre&gt;On 10-2-2017 12:09, Stephen wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/9/2017 7:56 AM, Thomas de Groot wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 8-2-2017 17:20, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; I have been playing with Blender Physics. Building things and knocking&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; them down. It is quite fun.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; https://youtu.be/9Fgd2HWAacA&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; Was that the day Potus was in town?  ;-)&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; No this last one was during that visit.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; https://youtu.be/g2fC1QSEQfM&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

ROFL !

Now, be sure to expect the men in black on your doorstep within days! ;-)

-- 
Thomas
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 10 Feb 2017 12:19:22 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: What to do with walls. [3357 days 12 hours and 36 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/9/2017 7:56 AM, Thomas de Groot wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 8-2-2017 17:20, Stephen wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I have been playing with Blender Physics. Building things and knocking&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; them down. It is quite fun.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://youtu.be/9Fgd2HWAacA&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Was that the day Potus was in town?  ;-)&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

No this last one was during that visit.

https://youtu.be/g2fC1QSEQfM



-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 10 Feb 2017 11:09:42 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: What to do with walls. [3357 days 12 hours and 38 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/10/2017 10:31 AM, omniverse wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; On 2/9/2017 1:57 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; I watched the golf wall destruction over and over, and the flag not falling&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt; shows defiance was my thought.&lt;/span&gt;
&lt;span class=&quot;RC3&quot;&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; The flag was the result of me increasing the weight of the flag post to&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; stop the flag tearing away. When the problem was in the animation&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; settings of the flag.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Maybe a direct hit by a golf ball would have toppled it anyhow, as opposed to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; the big slow blocks pushing it around. Those were obviously the powerful force&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; there.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

It is the mass, it is ten tons to the block's one ton and it is all on 
the base. That and it can't be broken.



-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 10 Feb 2017 11:07:52 GMT</pubDate>
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	<item>
		<title>[omniverse] Re: What to do with walls. [3357 days 13 hours and 11 minutes ago]</title>
		<description>
&lt;pre&gt;Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; On 2/9/2017 1:57 PM, omniverse wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; I watched the golf wall destruction over and over, and the flag not falling&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt; shows defiance was my thought.&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt; &amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; The flag was the result of me increasing the weight of the flag post to&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; stop the flag tearing away. When the problem was in the animation&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; settings of the flag.&lt;/span&gt;

Maybe a direct hit by a golf ball would have toppled it anyhow, as opposed to
the big slow blocks pushing it around. Those were obviously the powerful force
there.

Bob
&lt;/pre&gt;
		</description>
		<pubDate>Fri, 10 Feb 2017 10:35:00 GMT</pubDate>
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	</item>
	<item>
		<title>[Stephen] Re: What to do with walls. [3358 days 3 hours and 51 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/9/2017 1:57 PM, omniverse wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; &amp;quot;Bald Eagle&amp;quot; &amp;lt;cre###&amp;nbsp;[at]&amp;nbsp;netscape&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;net&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; I think we got rid of 2 pallets of OKIdata dot matrix printers a few months ago&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; My first printer was OKImate (20?) with color ribbon. What a thrill to see color&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; printing at home, awful as it was on plain paper. Talk about going back a ways&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; in time, 30 years ago!&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Colour printing, do you mean the black and red ribbons?
The machine I remember was an 80 column golf ball printer.

&lt;span class=&quot;RC1&quot;&gt;&amp;gt; I watched the golf wall destruction over and over, and the flag not falling&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; shows defiance was my thought.&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
There is something hypnotic about watching these things. Especially in 
slow motion as the frames are rendered.
The flag was the result of me increasing the weight of the flag post to 
stop the flag tearing away. When the problem was in the animation 
settings of the flag.




-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 9 Feb 2017 19:54:35 GMT</pubDate>
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	<item>
		<title>[Stephen] Re: What to do with walls. [3358 days 4 hours and 8 minutes ago]</title>
		<description>
&lt;pre&gt;On 2/9/2017 12:58 PM, Bald Eagle wrote:
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; Stephen &amp;lt;mca###&amp;nbsp;[at]&amp;nbsp;aol&lt;img src=&quot;/i/dt6x2.gif&quot; width=&quot;6&quot; height=&quot;2&quot; border=&quot;0&quot;&gt;com&amp;gt; wrote:&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC2&quot;&gt;&amp;gt;&amp;gt; https://youtu.be/ZTPBP1ZBATo&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt; You should seriously reconsider the short description of that video.   :O&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;
&lt;span class=&quot;RC1&quot;&gt;&amp;gt;&lt;/span&gt;

Colour me naive or a simple soul but... ^_^

-- 

Regards
     Stephen
&lt;/pre&gt;
		</description>
		<pubDate>Thu, 9 Feb 2017 19:38:06 GMT</pubDate>
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