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This is my attempt at an animation, and not just a rotating object at the
origin.
http://ca.geocities.com/morbjectay/animations.htm
It is split into two files (size limitation on the site)
floor_planA9_a.mpg 3243kb
floor_planA9_b.mpg 3395kb
I used TMPGEnc to combine targa pictures into the animation using
MPEG-1 320x240 24fps CBR 1600kbps
Although most of my time is still spent on adding content to the scene, I
would like to start moving towards better lighting, textures and overall
presentation.
I'm using a single set of splines for the whole animation
(location/look_at). This will be split into several sets covering a shorter
distance. The current path of the camera was only to get started and will
change.
The lighting is Radiosity:
global_settings{
radiosity{
adc_bailout 0.01
brightness 1
count 1200
error_bound .8
gray_threshold 0.0
low_error_factor 0.5
max_sample -1
minimum_reuse 0.015
nearest_count 20
pretrace_end 0.005
pretrace_start 0.16
recursion_limit 1
always_sample on
media off
normal off
} // end radiosity
} // end global_settings
Lighted by (cylinder acting as a florescent tube)
texture
{
pigment
{
color rgb <1.0, 1.0, 1.0>
}
finish
{
ambient 1000.0
diffuse 100.0
}
}
Antialias:
threshold = 0.3
depth = 2
method = 2
Rendered with megapov 1.2.1. I'm not currently using any feature for this,
but would like to add some MechSim at some point in the furture.
Windows 98se says my system is a AMD Athlon XP 2200+ with 224MB ram.
The 800 frames of the animation (320x240) took about 4 days 3 hours. The
longest frame about 23 min and the shortest 2 min.
The roof trusses currently have a little less than half the objects in the
scene and removing them brings the first frame from 12 min to 6 min. I do
like the effect they give the picture so I'll remove them for testing and
put them back in for final renders.
The first frame has the following stats:
Scene Statistics
Finite objects: 4359
Infinite objects: 1
Light sources: 0
Total: 4360
Render Statistics
Image Resolution 320 x 240
Pixels: 88225 Samples: 319762 Smpls/Pxl: 3.62
Rays: 68470162 Saved: 0 Max Level: 2/10
Ray->Shape Intersection Tests Succeeded Percentage
Box 335434194 87189890 25.99
Cone/Cylinder 101120595 4614417 4.56
CSG Intersection 92146093 37132868 40.30
CSG Merge 90950 1883 2.07
CSG Union 16677086 577947 3.47
Isosurface 165 78 47.27
Isosurface Container 324867 165 0.05
Isosurface Cache 162 0 0.00
Lathe 713215 170 0.02
Lathe Bound 713215 176 0.02
Mesh 63480 1502 2.37
Prism 2534738 453153 17.88
Prism Bound 15912924 11994702 75.38
Sphere 3147815 38337 1.22
Torus 1299468 3648 0.28
Torus Bound 1299468 4742 0.36
True Type Font 6824583 862 0.01
Bounding Object 398603 391765 98.28
Bounding Box 4280125230 1110607013 25.95
Vista Buffer 20014943 12074316 60.33
Radiosity samples calculated: 56792 (17.85 %)
Radiosity samples reused: 261454
Samples (final trace) 49101
Samples (recursion 1) 56792
Smallest Alloc: 17 bytes
Largest Alloc: 86416 bytes
Peak memory used: 14474687 bytes
Frame Processing Times
Parse Time: 0 hours 0 minutes 0 seconds (0 seconds)
Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
Render Time: 0 hours 12 minutes 28 seconds (748 seconds)
Total Time: 0 hours 12 minutes 28 seconds (748 seconds)
Comments most welcome.
Stephen
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StephenS wrote:
> This is my attempt at an animation, and not just a rotating object at the
> origin.
Very nifty! That's what I was trying to do with my castle macros, but
the rendering takes so long for a single image (due primarily to the
lighting) that making an animation turned out to be infeasible.
--
Darren New / San Diego, CA, USA (PST)
Luke, the Force is a powerful ally,
second only to The QuickSave.
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> Very nifty! That's what I was trying to do with my castle macros, but
> the rendering takes so long for a single image (due primarily to the
> lighting) that making an animation turned out to be infeasible.
>
Thank you. If the animation gets longer than my patience to render it, I may
turn it into a slide show instead :-)
Stephen
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"StephenS" <sshonfield(at)ottawa(dot)net> wrote:
>> Very nifty! That's what I was trying to do with my castle macros, but
>> the rendering takes so long for a single image (due primarily to the
>> lighting) that making an animation turned out to be infeasible.
>>
> Thank you. If the animation gets longer than my patience to render it, I
> may turn it into a slide show instead :-)
>
> Stephen
Neat
:)
I would like to see this turned into a fully working factory :)
You might wanna turn off radiosity in your renders. It will reduce the
flickering in the animation and speed up the render precess by a couple of
magnitudes
--
Ger
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> Neat
> :)
>
> I would like to see this turned into a fully working factory :)
>
> You might wanna turn off radiosity in your renders. It will reduce the
> flickering in the animation and speed up the render precess by a couple of
> magnitudes
> --
> Ger
I have tried using lights early on, 50 point lights, but was disappointed
with the shadows this created. A small mount of flickering is acceptable,
but not the current amount. Any suggestions on how to light the interior of
a building like this with lights?
Stephen
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"StephenS" <sshonfield(at)ottawa(dot)net> wrote:
>> Neat
>> :)
>>
>> I would like to see this turned into a fully working factory :)
>>
>> You might wanna turn off radiosity in your renders. It will reduce the
>> flickering in the animation and speed up the render precess by a couple
>> of magnitudes
>> --
>> Ger
> I have tried using lights early on, 50 point lights, but was disappointed
> with the shadows this created. A small mount of flickering is acceptable,
> but not the current amount. Any suggestions on how to light the interior
> of a building like this with lights?
>
> Stephen
I use a 3-point lighting for the background light.
If sun light can enter the building then it's something like this
// the sun
light_source{ 0 color SunColor * 0.75
#if (Final)
area_light <25000, 0, 0>, <0, 0, 25000>, 7, 7
adaptive 1
#end
translate SunPosition
}
// background light
light_source{ 0 color SunColor * 0.250
translate SunPosition
rotate y * 120 shadowless
}
light_source{ 0 color SunColor * 0.250
translate SunPosition
rotate y * 240 shadowless
}
one or more rows of overhead point lights, emulating the fluoressent tubes,
for the overall inside lights and I would use point lights near the
machines so that the machines are clearly visible
--
Ger
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> I use a 3-point lighting for the background light.
> If sun light can enter the building then it's something like this
>
> // the sun
> light_source{ 0 color SunColor * 0.75
> #if (Final)
> area_light <25000, 0, 0>, <0, 0, 25000>, 7, 7
> adaptive 1
> #end
> translate SunPosition
> }
>
> // background light
> light_source{ 0 color SunColor * 0.250
> translate SunPosition
> rotate y * 120 shadowless
> }
>
> light_source{ 0 color SunColor * 0.250
> translate SunPosition
> rotate y * 240 shadowless
> }
>
> one or more rows of overhead point lights, emulating the fluoressent
tubes,
> for the overall inside lights and I would use point lights near the
> machines so that the machines are clearly visible
> --
> Ger
I've been giving this some thought, I may try it later. The building only
has windows on two sides, several walls and shelves of material block large
portions of the interior from direct sunlight. "rows of overhead point
lights, emulating the fluorescent tubes" is the part I'm struggling with.
There are approximately 14 rows of 10, 8 foot double fluorescent tubes, with
most pieces of equipment having one or more additional light fixtures
hanging from the ceiling. Any suggestions on how many point (or maybe spot)
lights per fixture I should use?
Stephen
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"StephenS" <sshonfield(at)ottawa(dot)net> wrote:
>
> I've been giving this some thought, I may try it later. The building only
> has windows on two sides, several walls and shelves of material block
> large portions of the interior from direct sunlight. "rows of overhead
> point lights, emulating the fluorescent tubes" is the part I'm struggling
> with. There are approximately 14 rows of 10, 8 foot double fluorescent
> tubes, with most pieces of equipment having one or more additional light
> fixtures hanging from the ceiling. Any suggestions on how many point (or
> maybe spot) lights per fixture I should use?
>
> Stephen
This is what I used a while back in a project I was working on
#declare the Lights variable however high/low you want it. Just keep in mind
that this is a multiplier
#if ( Final )
#declare Lights = 5; // Makes a total of 11 lights per TL-lamp
#else
#declare Lights = 0; // Just 1 light for preview purposes
#end
#macro TL_Bak(OnOff)
union {
box {< -25 , 0 , -500 >,< 25 , 70 , 500> pigment { White }}
box {< -15 , 0 , -500 >,< 15 ,-25 ,-475> pigment { White }}
box {< -15 , 0 , 500 >,< 15 ,-25 , 475> pigment { White }}
cylinder {<0,-25,-500>,<0,-25,-475>,15 pigment { White }}
cylinder {<0,-25, 500>,<0,-25, 475>,15 pigment { White }}
cylinder {<0,-25,-450>,<0,-25,450>,20 pigment { White } #if
( WorkshopLights ) finish { ambient 10 } #else finish { Shiny } #end
no_shadow }
cylinder {<0,-25,-450>,<0,-25,-475>,17.5 pigment { P_Brass5 }}
cylinder {<0,-25, 450>,<0,-25, 475>,17.5 pigment { P_Brass5 }}
// this is a lil something I used then for testing purposes but I can't
honestly say what or how anymore
#if ( SpeedLighting )
#local Multiplicator = 7/2;
#else
#local Multiplicator = 1;
#end
// +++++++++
#if (WorkshopLights)
#if (OnOff)
#local C=-Lights;
#while (C<=Lights)
light_source{ 0 color rgb (Multiplicator * Strength / (Lights
* 2 + 1))
fade_power 1.00 fade_distance 300 //1.35
translate <0, -25, C*(900/(Lights * 2 + 1)) >
}
#local C=C+1;
#end
#end
#end
}
#end
// Use as
#declare WorkShopLighting =
union {
object { TL_Bak(on) translate <-2070, 2400,4200 >}
object { TL_Bak(on) translate < 2070, 2400,4200 >}
object { TL_Bak(on) translate <-2070, 2400,2800 >}
object { TL_Bak(on) translate < 2070, 2400,2800 >}
object { TL_Bak(on) translate <-2070, 2400,1400 >}
object { TL_Bak(on) translate < 2070, 2400,1400 >}
object { TL_Bak(on) translate <-2070, 2400, 0 >}
object { TL_Bak(on) translate < 2070, 2400, 0 >}
object { TL_Bak(on) translate <-2070, 2400,-1400 >}
object { TL_Bak(on) translate < 2070, 2400,-1400 >}
object { TL_Bak(on) translate <-2070, 2400,-2800 >}
object { TL_Bak(on) translate < 2070, 2400,-2800 >}
object { TL_Bak(on) translate <-2070, 2400,-4200 >}
object { TL_Bak(on) translate < 2070, 2400,-4200 >}
}
Feel free to use/mangle/experiment
--
Ger
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Ger wrote:
> "StephenS" <sshonfield(at)ottawa(dot)net> wrote:
>
>>
>> I've been giving this some thought, I may try it later. The building only
>> has windows on two sides, several walls and shelves of material block
>> large portions of the interior from direct sunlight. "rows of overhead
>> point lights, emulating the fluorescent tubes" is the part I'm struggling
>> with. There are approximately 14 rows of 10, 8 foot double fluorescent
>> tubes, with most pieces of equipment having one or more additional light
>> fixtures hanging from the ceiling. Any suggestions on how many point (or
>> maybe spot) lights per fixture I should use?
>>
>> Stephen
>
> This is what I used a while back in a project I was working on
> #declare the Lights variable however high/low you want it. Just keep in
> #mind
> that this is a multiplier
>
> #if ( Final )
> #declare Lights = 5; // Makes a total of 11 lights per TL-lamp
> #else
> #declare Lights = 0; // Just 1 light for preview purposes
> #end
>
> #macro TL_Bak(OnOff)
> union {
> box {< -25 , 0 , -500 >,< 25 , 70 , 500> pigment { White }}
> box {< -15 , 0 , -500 >,< 15 ,-25 ,-475> pigment { White }}
> box {< -15 , 0 , 500 >,< 15 ,-25 , 475> pigment { White }}
> cylinder {<0,-25,-500>,<0,-25,-475>,15 pigment { White }}
> cylinder {<0,-25, 500>,<0,-25, 475>,15 pigment { White }}
> cylinder {<0,-25,-450>,<0,-25,450>,20 pigment { White } #if
> ( WorkshopLights ) finish { ambient 10 } #else finish { Shiny } #end
> no_shadow }
> cylinder {<0,-25,-450>,<0,-25,-475>,17.5 pigment { P_Brass5 }}
> cylinder {<0,-25, 450>,<0,-25, 475>,17.5 pigment { P_Brass5 }}
>
> // this is a lil something I used then for testing purposes but I can't
> honestly say what or how anymore
>
> #if ( SpeedLighting )
> #local Multiplicator = 7/2;
> #else
> #local Multiplicator = 1;
> #end
> // +++++++++
> #if (WorkshopLights)
> #if (OnOff)
> #local C=-Lights;
> #while (C<=Lights)
> light_source{ 0 color rgb (Multiplicator *
> Strength / (Lights * 2 + 1))
> fade_power 1.00 fade_distance 300 //1.35
> translate <0, -25, C*(900/(Lights * 2 +
> 1)) > }
> #local C=C+1;
> #end
> #end
> #end
> }
> #end
>
> // Use as
>
> #declare WorkShopLighting =
> union {
> object { TL_Bak(on) translate <-2070, 2400,4200 >}
> object { TL_Bak(on) translate < 2070, 2400,4200 >}
> object { TL_Bak(on) translate <-2070, 2400,2800 >}
> object { TL_Bak(on) translate < 2070, 2400,2800 >}
> object { TL_Bak(on) translate <-2070, 2400,1400 >}
> object { TL_Bak(on) translate < 2070, 2400,1400 >}
> object { TL_Bak(on) translate <-2070, 2400, 0 >}
>
> object { TL_Bak(on) translate < 2070, 2400, 0 >}
> object { TL_Bak(on) translate <-2070, 2400,-1400 >}
> object { TL_Bak(on) translate < 2070, 2400,-1400 >}
> object { TL_Bak(on) translate <-2070, 2400,-2800 >}
> object { TL_Bak(on) translate < 2070, 2400,-2800 >}
> object { TL_Bak(on) translate <-2070, 2400,-4200 >}
> object { TL_Bak(on) translate < 2070, 2400,-4200 >}
> }
>
> Feel free to use/mangle/experiment
>
Check p.b.i for an example image (workshop)
--
Ger
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...
> > Feel free to use/mangle/experiment
> >
>
> Check p.b.i for an example image (workshop)
> --
> Ger
Thanks, as time permits I'll experiment. The image is very close to the
style I was thinking of.
Stephen
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