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Hi folks
Anybody has an idea how to make some kind of camera fade-over with
povray. I mean directly with pov within a single *.pov-file without an
external movie-program.
Help would be apppreciated
Thanks
Arne
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"Arne Kleinophorst" <kle### [at] debitelnet> wrote in message
news:3dea0389@news.povray.org...
> Anybody has an idea how to make some kind of camera fade-over with
> povray. I mean directly with pov within a single *.pov-file without an
> external movie-program.
Sure, if you want a fade-to-black just set all light sources and the global
setting ambient_light to drop to zero over a certain amount of time or
number of frames. Simply multiplying their values by a variable going from 1
to 0 ought to do okay. You'll need to make it a fraction of the whole
animation time (frames) if it is to be only a subpart.
Chris Colefax's Clock Modifier macro would do good for this since you can
specify a start/end period which will be a subsection of the full animation
clock. URL to it is:
http://www.geocities.com/SiliconValley/Lakes/1434/
--
Farewell,
Bob
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I'm back to discredit my first suggestion about how to fade-to-black within
POV-Ray. Lights and ambience are probably about as poor a choice for doing
such a thing with that I can think of. It was a spur of the moment answer,
sorry.
Perhaps the best way would be to use a tiny sphere encompassing the camera,
its location set to the camera's. A texture for it like so:
texture {
pigment {
rgbt FB
}
finish {
ambient 0 diffuse 0
}
}
where FB goes from 1 to 0 over the duration. Hopefully that wouldn't have
any side effects on the rest of the scene. Would also solve the problem of
this working with emitting media and high pigment values which might be used
in objects.
BTW, in case you were actually asking how to fade from one scene to
another... that could prove difficult. Theoretically, you could add a
transmit to each and every object of two separate sets of scenes and
increase the transparency while decreasing the other; however, surface
finishes and coincident surfaces could prove a problem and need further
attention.
A workaround might be to put a transparent plane between the scenes, camera
looking directly into it and seeing only one scene. Then increase reflection
in the finish of that plane to 100% to see only the second scene that is
placed directly behind the camera. Main problems to overcome there is angle
of reflection (which isn't too much of a problem), perspective (due to angle
of mirror), and lights (solvable using light_group).
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Wasn't it Arne Kleinophorst who wrote:
>Hi folks
>Anybody has an idea how to make some kind of camera fade-over with
>povray. I mean directly with pov within a single *.pov-file without an
>external movie-program.
You might try placing a mirror in front of the camera, and having one
scene in front of the mirror and one behind it. Then change the mirror
from reflective to transparent.
--
Mike Williams
Gentleman of Leisure
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"Mike Williams" <mik### [at] econymdemoncouk> wrote in message
news:uff### [at] econymdemoncouk...
>
> You might try placing a mirror in front of the camera, and having one
> scene in front of the mirror and one behind it. Then change the mirror
> from reflective to transparent.
Good suggestion ;-)
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This sounds like a great idea. Gotta Try it.
Thanks Folks
Arne
Mike Williams wrote:
> Wasn't it Arne Kleinophorst who wrote:
>
> >Hi folks
> >Anybody has an idea how to make some kind of camera fade-over with
> >povray. I mean directly with pov within a single *.pov-file without an
> >external movie-program.
>
>
> You might try placing a mirror in front of the camera, and having one
> scene in front of the mirror and one behind it. Then change the mirror
> from reflective to transparent.
>
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This was exactly what i was looking for. Thanks a lot!
Arne
> Mike Williams wrote:
>
> You might try placing a mirror in front of the camera, and having one
> scene in front of the mirror and one behind it. Then change the mirror
> from reflective to transparent.
>
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The only other way I can think of is to render the other scene(s) separately
and use a plane that is texture mapped with the image(s) of the rendered
scenes in front of the old. The only problem below that I can see is that
lights in both scenes will affect each other not to mention that using the
mirror will require you to 'mirror' the other scene AND make sure the mirror
is placed properly so that when the new scene is left and you remove the
mirror the two images match 1-1. This could be difficult to do. Mind you
the above won't be easy either if you are intending to have both animated.
It'll mean accurately placing the plane and texture map in front of the
camera so that when you complete the transition you don't get a pop or
anything when going completely to the new scene.
"Mike Williams" <mik### [at] econymdemoncouk> wrote in message
news:uff### [at] econymdemoncouk...
> Wasn't it Arne Kleinophorst who wrote:
> >Hi folks
> >Anybody has an idea how to make some kind of camera fade-over with
> >povray. I mean directly with pov within a single *.pov-file without an
> >external movie-program.
>
> You might try placing a mirror in front of the camera, and having one
> scene in front of the mirror and one behind it. Then change the mirror
> from reflective to transparent.
>
> --
> Mike Williams
> Gentleman of Leisure
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That's something I do a lot. You'll need Chris Colefax's Clock Mod macros to do
it:
// Switch
#local do_lens_cap=yes;
// Camera
#local camloc=<-75,30,0>;
camera {
perspective
location camloc
right x*image_width up y*image_height
angle 25
look_at <0,1,0>
}
// Lens cap!
#if (do_lens_cap)
sphere {
camloc 1
pigment {rgbf <1,1,1,From (0,0) To_Using (0.025,1,"A") To (0.975,1) To_Using
(1,0,"D")>}
finish {ambient 0 diffuse 0}
hollow on
no_shadow
}
#end
The only side effect is that scenes rendered at a quality setting of less than
six (+q6) will be nothing but black...
"hughes, b." <omn### [at] charternet> wrote in message
news:3dea64f1@news.povray.org...
> I'm back to discredit my first suggestion about how to fade-to-black within
> POV-Ray. Lights and ambience are probably about as poor a choice for doing
> such a thing with that I can think of. It was a spur of the moment answer,
> sorry.
>
> Perhaps the best way would be to use a tiny sphere encompassing the camera,
> its location set to the camera's. A texture for it like so:
>
> texture {
> pigment {
> rgbt FB
> }
> finish {
> ambient 0 diffuse 0
> }
> }
>
> where FB goes from 1 to 0 over the duration. Hopefully that wouldn't have
> any side effects on the rest of the scene. Would also solve the problem of
> this working with emitting media and high pigment values which might be used
> in objects.
>
> BTW, in case you were actually asking how to fade from one scene to
> another... that could prove difficult. Theoretically, you could add a
> transmit to each and every object of two separate sets of scenes and
> increase the transparency while decreasing the other; however, surface
> finishes and coincident surfaces could prove a problem and need further
> attention.
>
> A workaround might be to put a transparent plane between the scenes, camera
> looking directly into it and seeing only one scene. Then increase reflection
> in the finish of that plane to 100% to see only the second scene that is
> placed directly behind the camera. Main problems to overcome there is angle
> of reflection (which isn't too much of a problem), perspective (due to angle
> of mirror), and lights (solvable using light_group).
>
>
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I remember somebody in an IRTC round from a few years ago
using a similar trick to produce a stereo-gram pair from
within POV - no post processing. He/She had the whole setup
to produce a stereo pair from one scene and one camera with
two sets of reflective surfaces. It was pretty cool.
But that's been a LONG time ago...maybe 1998 or so...
The topic may have been something like "Optical Illusions".
Sorry, but I don't have time to hunt it down!
Emory
Robbert wrote:
>
> The only other way I can think of is to render the other scene(s) separately
> and use a plane that is texture mapped with the image(s) of the rendered
> scenes in front of the old. The only problem below that I can see is that
> lights in both scenes will affect each other not to mention that using the
> mirror will require you to 'mirror' the other scene AND make sure the mirror
> is placed properly so that when the new scene is left and you remove the
> mirror the two images match 1-1. This could be difficult to do. Mind you
> the above won't be easy either if you are intending to have both animated.
> It'll mean accurately placing the plane and texture map in front of the
> camera so that when you complete the transition you don't get a pop or
> anything when going completely to the new scene.
>
> "Mike Williams" <mik### [at] econymdemoncouk> wrote in message
> news:uff### [at] econymdemoncouk...
> > Wasn't it Arne Kleinophorst who wrote:
> > >Hi folks
> > >Anybody has an idea how to make some kind of camera fade-over with
> > >povray. I mean directly with pov within a single *.pov-file without an
> > >external movie-program.
> >
> > You might try placing a mirror in front of the camera, and having one
> > scene in front of the mirror and one behind it. Then change the mirror
> > from reflective to transparent.
> >
> > --
> > Mike Williams
> > Gentleman of Leisure
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