POV-Ray : Newsgroups : povray.windows : Animation Question : Re: Animation Question Server Time
28 Jul 2024 18:24:11 EDT (-0400)
  Re: Animation Question  
From: Mark Wright
Date: 16 Jan 1998 21:56:47
Message: <34c02c2b.0@news.povray.org>
Hmmm ... Not sure GrimDude, I let the computer do its thing and I do mine.
-Mark Wright
GrimDude wrote in message <34bfa3ee.0@news.povray.org>...
>Hmm, now that I have Outlook installed my last post is no longer formatted
>correctly. How ever did you read it, Mark?
>
>--
>Paul Hinds
>gri### [at] swbellnet
>GrimDude wrote in message
><01bd20af$4ca3a2c0$f5681cce@arkansasusa.com.arkansasusa.com>...
>>As you defined the scene you are rotating the sphere, and thus the texture
>>with it.
>>
>>  I believe that the more light_sources you use the greater the render
>>time, so don't get carried away. Because you didn't define an up, or right
>>vector for the camera, this scene will use the default left-handed sense.
>>If you read the doc's they do a great job of explaining handedness. This
>>will give you a relative idea (z extends into the monitor as it increases
>>in offset, and out of it as it decreases). Please forgive me, fellow
>>artists. :)
>>                    +y
>>                     |        +z
>>                     |      /
>>                     |    /
>>                     |  /
>>-x __________|/____________+x
>>                    /|
>>                  /  |
>>                /    |
>>           -z /     | -y
>>
>>  You defined a single light_source offset 100 units in the *positive* x
>>direction (to the right), 140 units in the positive y (vertical)
direction,
>>and 300 units in the negative z direction (you can think of it as behind
>>you, if you are the camera). If you go further and declare a plane for a
>>floor, or as a wall to the rear, you will see a shadow from the sphere
>>(Perhaps. It has to be placed right even then). If you place the light
>>co-position with the camera, it is not likely that you will see a shadow.
>>OR, if you can add the keyword "no_shadow" to the sphere definition to
>>eliminate it altogether. As you render this image you should see a shadow
>>slightly visible on the left side, and the sphere and texture rotating to
>>the left, together.
>>  Additionally, you really should add the pigment statement within your
>>texture definition, thusly:
>>
>>      texture { pigment { Red_Marble } }
>>
>>  Try using the following within an ini file to render the scene. Assuming
>>you are using the Windows version, this will work great.
>>
>>[ Sphere Anim. 320x240 ]
>>Initial_Frame=0
>>Final_Frame=32
>>Initial_Clock=0
>>Final_Clock=1
>>+w320 +h240 +a.3 +r2 +q9
>>Cyclic_Animation = on
>>
>>   I hope that helps. Keep on Tracing!
>>--
>>Paul Hinds
>>gri### [at] swbellnet
>>
>>
>
>


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