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Warp wrote in message <3aaabe71@news.povray.org>...
>Batronyx <bat### [at] cadronhsa com> wrote:
>: First, why does the motion blur oscillate? I can see it as useful in a
>: number of situations, but ordinarily, if I'm tranlating something from
point
>: A to point B, I wouldn't expect copies of the object outside of the
>: translation space.
>
> It may be that you have a bug in your code. Could you post a small
example
>so we can see for ourselves?
Certainly, the sample is below with comments added. I don't think the
oscillation is a bug though, since the docs do say the effect is 'centered'
around the 'camera_delta'. It's just something I wouldn't expect.
>: Second, If I put another regular object in the motion_blur object's space
>: one or the other won't render depending on their order of appearance in
my
>: scene file.
This one could very well be a bug. . . somewhere. :)
Any help, suggestions, etc. is certainly appreciated. If you uncomment the
scale and
rotate commands in the motion_blur object below you can see what I'm working
on.
Also 'do' comment out the translate statements for better results.
> Again, a small example would make things easier.
Sample code begins:
***************************************
#version unofficial MegaPov 0.7
#include "colors.inc"
global_settings
{
assumed_gamma 1.0
motion_blur 65,0.4 // change 'sample_count' to 2 and experiment
//with varying values of
'camera_sample' to make the issue
//easy to see.
}
// ----------------------------------------
camera
{
location <0.0, 0.5, -3.0>
direction 1.7*z
right 4/3*x
up y
look_at <0.0, 0.0, 0.0>
}
sky_sphere
{
pigment
{
gradient y
color_map { [0.0 color SkyBlue] [1.0 color blue 0.6] }
}
}
light_source
{
0*x // light's position (translated below)
color rgb 1 // light's color
translate -60 * z
rotate <45, 45, 0>
parallel
point_at <0,0,0>
}
light_source
{
0*x // light's position (translated below)
color rgb 0.5 // light's color
translate -60 * z
rotate <11,90,0>
shadowless
}
// ----------------------------------------
plane { y, -1
texture {
pigment {checker color NavyBlue, color Gray80}
scale 2
}
}
#declare MySphere = sphere { <0, 0, 0>, 1 }
#declare ScaleFactor = 0.8;
object { // This object is occluded in my renders
// moving it below the motion_blur object causes
// the motion blur object to disappear.
MySphere
texture {
pigment { bozo color_map {[ 0.0 color DarkBrown]
[0.5 color Khaki ]
[1.0 color DarkTan ]
}
scale 0.2 }
}
scale ScaleFactor
translate y * clock * .5
}
motion_blur{
object {
MySphere
texture {
pigment { bozo color_map {[ 0.0 color DarkBrown*clock ]
[clock color Khaki *
(1-clock)]
[1.0 color DarkTan *
clock]
}
scale 0.2 }
normal { granite 10 scale 0.05 }
finish { specular 0.007 }
}
//scale (ScaleFactor + ( clock * (1 - ScaleFactor) ))
//rotate -y * clock * 30
translate (y * clock * .5)
//translate -(y * clock * .5) // oscillation makes these two translate
statements
//functionally equivalent. A
'sample_count' of 2 and larger
// values of translation
and/or 'clock_delta' will push the
// resultant blurred objects
further away.
}
} // end motion_blur
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