POV-Ray : Newsgroups : povray.binaries.images : Fractured Destination : Re: Fractured Destination Server Time
21 May 2024 04:15:17 EDT (-0400)
  Re: Fractured Destination  
From: Bald Eagle
Date: 6 Jun 2017 08:05:01
Message: <web.593699946befef94c437ac910@news.povray.org>
"Pekka Aho" <pek### [at] gmailcom> wrote:

> Cheers! :) There are plenty of ideas popping up constantly and already planned
> stuff on my to-do list as well, so more scenes coming up for sure. :)

Indeed!  "A creative man is motivated by the desire to achieve..."


> Hehe, still trying to wrap my head around animation in POV, but perhaps some
> day. :D

Until you actually do it, it seems a little intimidating.
But all it is, a separate "scene file" (the .ini file) that performs the
equivalent of a for/next loop:

#for (clock, 0, 1, STEP)
     // render your scene file for all clock values
#end

.... only this takes place OUTSIDE of the scene file, so for every clock value,
the scene gets rendered, and then the clock increments - whereas, obviously, a
#for-next loop INSIDE the scene file runs the full range and THEN the scene gets
rendered.

That's pretty much all there is to it.
(just copy the scene and the .ini to a separate directory to keep all of those
rendered frames easy to manage)
Then you just pop open something like VideoMach, highlight all of the frames,
select the video file type, and hit GO.   And you're done.

So you just use clock just like any other variable in your scene.
Add it to anything, multiply things by it, divide things by it....

clock * 360 will give you 360 degrees
clock * tau will give you 2*pi radians
translate <X+clock, 0, 0> will make something move to the right
scale 1-clock will make it shrink away to nothing

you can use it in isosurface functions, as the amplitude for noise, as an rgb
component, as a light source strength, a camera location or look_at attribute
.....

Just give it a go - you'll like it   :)



> "Simon J. Cambridge" <nomail@nomail> wrote:
> >
> > Are these images composites or a single rendering?
>
> All my images are single renders, and I tend to keep the resolution of 1280 x
> 720 in the final POV output.
>
> To open my planetary scenes a bit, they're somewhat minimalistic in structure
> and code. Eg. this latest one is an f_wrinkles isosurface with scattering media
> around it and camera zoomed in (or zoomed out as in the image from the orbit).
> No light_source as separate object this time, but emission on the media and
> reflection on the object texture. Then the usual stuff with radiosity and focal
> blur. The 3 images close to surface are actually the one and same scene, but
> with different camera angles and blur values, and a bit of rotation here and
> there. =)
>
> As for some music things, while POVing I often find myself listening to the
> older games music stream at: http://www.kohina.com/
> Tunes my brain nicely for some "weird" things, hehe. :D


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