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Am 29.11.2013 16:41, schrieb Thomas de Groot:
> On 29-11-2013 16:31, clipka wrote:
>> BTW, I actually happened to be busy implementing a feature specifically
>> designed for this particular effect (with an elaborate syntax providing
>> for multiple "ghost groups" that would again be transparent with respect
>> to each other) and struggling with some implementation details, when it
>> hit me that if I instead just implemented a straightforward multiple
>> exposure simulation I could achieve exactly the same effect (albeit with
>> a less luxurious syntax) with much less implementation effort, /and/ get
>> a catch-all fallback solution for motion blur for free.
>>
>
> [salive trickling from tusks...] :-)
Hmm... what's that drooling about? You already tested the result of this
thought process, didn't you.
As for placing a single ghost in a scene, it's as simple as adding
"blink FLOAT" to the respective CSG.
For two independent ghosts you'll want to specify two different time
intervals that partially overlap, such as:
#declare GHOST1 = 0.3;
#declare GHOST2 = 0.4;
object { MyGhost1
blink 0.0, GHOST1
}
object { MyGhost2
blink GHOST1 - GHOST1*GHOST2, GHOST1+GHOST2 - GHOST1*GHOST2
}
For three or more fully independent ghosts it starts to get more
complicated, and you'll have to duplicate at least one of the objects.
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