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Just remember that when averaging samples, all motion blur samples are given
equal weight. I plan to add new motion blur 'modes' in the future. These
will be specified by an optional third parameter to the 'motion_blur'
keyword in global_settings. If anyone has suggestions for sampling methods
(especially methods used in other rendering programs or that produce
true-to-life results), I'd like to hear them.
-Nathan
Chris Huff <chr### [at] yahoo com> wrote...
> In article <3854145E.5568E300@bravo435.chem.mcgill.ca>, Carl Bartels
> <cab### [at] bravo435 chem mcgill ca> wrote:
>
> > Is it possible to make it blur in just one direction? Something like
> > the trailing streamers they sometimes put in cartoons to indicate
> > something is moving fast.
>
> It should be possible to do something like this, motion_blur is
> basically a loop with special rendering. Transform the object using a
> counter instead of the clock variable, and if you need to use the clock
> variable, using something like
> #declare Time = clock;
> motion_blur {...use Time instead of clock...}
> should work instead, without having the clock variable affect the blur.
> Try something like this(excuse any errors, this is all from memory and
> is untested):
>
> #declare MotionBlurSamples = the number of samples for motion blur
> #declare BlurLength = the desired length of the motion blur
>
> #declare Time = clock;
> #declare Ctr = 0;//counter variable
> motion_blur {
> sphere {<0, 0, 0>, 1
> translate x*(Time*3 + pow(Ctr/MotionBlurSamples,2)*BlurLength)
> }
> #declare Ctr = Ctr + 1;
> }
>
> --
> Chris Huff
> e-mail: chr### [at] yahoo com
> Web page: http://chrishuff.dhs.org/
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