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Christian Froeschlin wrote:
> John VanSickle wrote:
>
>> What if the image maps are generated by the ray tracer?
>
> well, the "no multipass" rule was basically indended to prevent
> 2d-ish after-effects. Any such effect could be implemented by loading
> the image from the first pass, evaluating its pixels one-by-one,
> performing any image processing on the pixel array, recreating
> a pigment and applying it to a plane.
>
> > What if the external data files are likewise generated?
>
> No objections and can be done at the beginning of a single
> pass render without problems (at least in POV-Ray). Also, as
> long as the scene is capable of render in a single pass, I
> don't think there would be objections to also include a
> flag to reuse the data file for efficiency when
> tweaking renders, as with photon map data.
>
> > What if the post-processing is done by the renderer?
>
> Not sure what kind of post-processing is supported by raytracers
> out there.
For POV-Ray, it is as simple as pigmenting a polygon using a combination
of two or more image_maps, these being taken from frames rendered
earlier. The different effects that can be achieved this way are quite
varied.
I have done masking in several of my IRTC animations, using POV-Ray to
combine two images and a mask to make the final image. Here is a
description of what I did in my latest judged animation, "Getting It
Online":
------------------------------------
"The shot in which Boxer accesses the video stream from the club is
probably the most complicated job of compositing that I've done so far.
It went like this:
1. I modeled a scene of a caseless ladybot going around the brass pole
in the strip club.
2. I rendered four seconds worth of frames at 320x240.
3. I rendered the same frames a second time at 40x30 (1:8 sampling in
both directions).
4. I modeled a masking scene for the parts that are supposed to be
digitally censored; this mask consisted of the container shape for the
part that needed to be censored, textured solid white, with nothing else
in the scene, and a black background. I animated the container exactly
as the uncased portion of the caseless ladybot, and animated the camera
exactly as in the scene modeled in step one.
5. I rendered the masking scene at 40x30 for four seconds of frames.
6. I did another scene, in which a small rectangle was textured with a
pigment equal to A*B+C*(1-A), where A is the 40x30 render of the
scene, B is the white portion of the mask, and C is the 320x240 render
of the scene. This scene also had the titling
"www.TheSilverCircuit.xxx" and other stuff in it.
7. I did another scene for the "Buffering..." screen.
8. The frames from steps 6 and 7 were used as the pigmenting for
Boxer's computer screen.
---------------------------
Possibly some of the steps that made use of earlier renders could have
been rendered directly, but this was certainly not always the case.
In all of my animations involving a Greb ship flying into or out of a
wormhole ("Cliff Hanger," "A Narrow Escape," and "News from the Front")
I used masking to achieve the desired effect.
I've done several kinds of fades, by combining two sets of rendered
frames using a pigment pattern, with the indexes in the pigment map
shifting over time.
I have rendered frames for an animation a rate of 240n frames per second
and averaged together bunches of n to make motion blur.
I've also used rendered frames as the image for video displays in
animations as well.
Regards,
John
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