|
|
Hi Bob
first of all thanks for the welcome. Only just beginning to discover the
world of Povray, even though I was aware of it for years. I've been stunned
by some of the awesome things people are doing with it that I've seen posted
in pbi and pba.
Thanks also for all the clues. I will certainly play with what you have
suggested because, as I'm new, I'm sure what I visualise in my mind will
take some hard work to get down into graphic bits and bytes. Not too scared
about the maths ... the scariest part is trying to remember what I learned
so long ago.
One other question related to pulsating (thought of this whilst watching
Spider-man at the movies tonight .... awesome movie) - is there a random
function that I could hook into the clock variable so that the pulsating
rays randonly got brighter/darker as the animation progressed? The Columbia
Pictures Lady with the shining torch who introduces so many movies got me
thinking because here torch shines variable brightness and variable
placement beams of light kind of like what I was imagining.
And, yes, I wouldn't mind any example code you could send my way. I find
disecting code a good way to learn basic ideas.
Be Well and Happy Always
Chris
"bob h" <omn### [at] charternet> wrote in message
news:3d0efc69@news.povray.org...
> "bob h" <omn### [at] charternet> wrote in message
> news:3d0eda62$1@news.povray.org...
> > sin(clock*pi)*TheFloatOrVector // use your own color float or vector
> >
> > Same could be put in as the transparency value instead, for the color
map
> > for example. You need to multiply the clock in that sin() by double
number
> > of times you want it to pulsate. So 8*clock equals 4 pulses.
>
> Ahem! Please allow me to correct myself. The sin(clock*pi) doesn't go from
0
> to 1 it instead goes from 0 to 1 and back to 0 again. And when clock is
> greater than 1 it actually circulates into the negative, onward to -1 then
> back to 0. In other words, sin(clock*0.5*pi) is 0 to 1, and
sin(clock*3*pi)
> is 0 to 1 (half) to 0 (one) to -1 to 0 (two) to 1 to 0 (three). Make
sense?
> ;-) I sure hope so, because I'm not even sure now. Okay, it is, I just
> checked.
>
> Sorry, it's not something I know by memory. Perhaps you know something of
> math that I don't anyhow. Just trying to give my idea.
>
> This means you'd have to either wrap abs() around it or compensate for the
> negatives in another way, use another method, etcetera. Reason I say that
is
> probably obvious, negative color values usually aren't conducive for color
> mapping and lights unless for some intended purpose.
>
> bob h
>
>
>
Post a reply to this message
|
|