POV-Ray : Newsgroups : povray.animations : Clockless_Animation Server Time
2 Jun 2024 05:42:34 EDT (-0400)
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From: William F Pokorny
Subject: Re: Clockless_Animation
Date: 24 Jun 2017 17:28:05
Message: <594ed965$1@news.povray.org>
On 06/24/2017 02:44 PM, Le_Forgeron wrote:
> Le 24/06/2017 à 15:08, William F Pokorny a écrit :
...
> 
>  From old memory, IIRC, there is no output file when you use the realtime
> rendering mode. NEVER.
> 
> The relevant code was tagged as experimental, and you need multiple
> camera declared during the parsing (no #if /#else..., just many cameras).
> 
> And you need to compile with RTR_HACK defined, not something done by
> default on Unix. (in fact, this define was only visible in the windows
> virtual front-end... )
> 
> 
Thanks for the testing and background Bob & Jérôme.

I've opened at github issue. See:

https://github.com/POV-Ray/povray/issues/301

Bill P.


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From: muyu
Subject: Re: Clockless_Animation
Date: 25 Jun 2017 10:30:00
Message: <web.594fc875992dfbe2cf0bfa9c0@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> On 06/24/2017 02:44 PM, Le_Forgeron wrote:
> > Le 24/06/2017 à 15:08, William F Pokorny a écrit :
> ...
> >
> >  From old memory, IIRC, there is no output file when you use the realtime
> > rendering mode. NEVER.
> >
> > The relevant code was tagged as experimental, and you need multiple
> > camera declared during the parsing (no #if /#else..., just many cameras).
> >
> > And you need to compile with RTR_HACK defined, not something done by
> > default on Unix. (in fact, this define was only visible in the windows
> > virtual front-end... )
> >
> >
> Thanks for the testing and background Bob & Jérôme.
>
> I've opened at github issue. See:
>
> https://github.com/POV-Ray/povray/issues/301
>
> Bill P.

Thanks a lot. Hopefully this feature will work soon.

Shouyang


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From: Thorsten Froehlich
Subject: Re: Clockless_Animation
Date: 26 Jun 2017 15:30:00
Message: <web.59516075992dfbe26c6d834f0@news.povray.org>
"muyu" <lsy### [at] gmailcom> wrote:
> I would like to generate animation using a very big file. It took a lot of time
> in sparsing. Each time, only the camera position will change.  As I see,
> Clockless_Animation may be the function to save the time cost.
>
> I set the following in .ini file:
> Real_Time_Raytracing = on
> Clockless_Animation = on
>
>
> I add several camera positions, but there is in the DSL. The rendering runs
> without stop and no output.
>
> I guess that I missed some information. Thanks in advance.

You are mixing up two things. The real-time raytracing "feature" is just a demo
mode on Windows, and was never meant to be used for anything useful other than
showing how powerful modern processors are, i.e. on a computer at at least
tradeshow booth.

The clockless animation on the other hand is a useful features that allows you
to move the camera in a scene without reparsing. While it was developed for the
demo mode at first, and that is probably where you got the idea to use both
settings together, but really, you just need to disable the real-time rendering
option (which effectively just screws up internal options and their logic to
bypass certain code needed for proper rendering). Then, the clockless animation
shoudl work as documented as long as you have a camera for each frame in your
scene as described in the docs.


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From: Thorsten Froehlich
Subject: Re: Clockless_Animation
Date: 26 Jun 2017 15:35:00
Message: <web.5951615e992dfbe26c6d834f0@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:
> On 06/24/2017 02:44 PM, Le_Forgeron wrote:
> > Le 24/06/2017 à 15:08, William F Pokorny a écrit :
> ...
> >
> >  From old memory, IIRC, there is no output file when you use the realtime
> > rendering mode. NEVER.
> >
> > The relevant code was tagged as experimental, and you need multiple
> > camera declared during the parsing (no #if /#else..., just many cameras).
> >
> > And you need to compile with RTR_HACK defined, not something done by
> > default on Unix. (in fact, this define was only visible in the windows
> > virtual front-end... )
> >
> >
> Thanks for the testing and background Bob & Jérôme.
>
> I've opened at github issue. See:
>
> https://github.com/POV-Ray/povray/issues/301

.... which should just be closed because you reported something that works
exactly as designed. The mode is for developers to specify exact behavior in a
hands-on manner with one on one support, and not for users without such
guidance. The "solution" should probably be to disable that option from being
accepted by a condictional compile as well ;-)


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From: clipka
Subject: Re: Clockless_Animation
Date: 26 Jun 2017 15:46:15
Message: <59516487@news.povray.org>
Am 26.06.2017 um 21:32 schrieb Thorsten Froehlich:

>> I've opened at github issue. See:
>>
>> https://github.com/POV-Ray/povray/issues/301
> 
> .... which should just be closed because you reported something that works
> exactly as designed. The mode is for developers to specify exact behavior in a
> hands-on manner with one on one support, and not for users without such
> guidance. The "solution" should probably be to disable that option from being
> accepted by a condictional compile as well ;-)

Actually, the issue should be left open until it is resolved.

In my book, the first step in resolving it would be to document what the
real-time rendering mode is for anyway (even if that documentation would
just be a line saying "not intended for normal users", that would be an
improvement over the current situation).

As demonstrated, it would also be helpful to document that clockless
animation and real-time rendering are two entirely(?) different things.


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From: Mr
Subject: Re: Clockless_Animation
Date: 27 Jun 2017 04:25:01
Message: <web.5952160b992dfbe216086ed00@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 26.06.2017 um 21:32 schrieb Thorsten Froehlich:
>
> >> I've opened at github issue. See:
> >>
> >> https://github.com/POV-Ray/povray/issues/301
> >
> > .... which should just be closed because you reported something that works
> > exactly as designed. The mode is for developers to specify exact behavior in a
> > hands-on manner with one on one support, and not for users without such
> > guidance. The "solution" should probably be to disable that option from being
> > accepted by a condictional compile as well ;-)
>
> Actually, the issue should be left open until it is resolved.
>
> In my book, the first step in resolving it would be to document what the
> real-time rendering mode is for anyway (even if that documentation would
> just be a line saying "not intended for normal users", that would be an
> improvement over the current situation).
>
> As demonstrated, it would also be helpful to document that clockless
> animation and real-time rendering are two entirely(?) different things.

What should I use, if any of these, for Blender real time mode?

(have a try at Cycles viewport rendered mode to get an idea of required usage)


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From: Mr
Subject: Re: Clockless_Animation
Date: 27 Jun 2017 04:30:01
Message: <web.595216a5992dfbe216086ed00@news.povray.org>
"Mr" <nomail@nomail> wrote:

> > animation and real-time rendering are two entirely(?) different things.
>
> What should I use, if any of these, for Blender real time mode?
>
> (have a try at Cycles viewport rendered mode to get an idea of required usage)

or also Blender Internal which has this mode too, being closer to POV in its
architecture.


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From: William F Pokorny
Subject: Re: Clockless_Animation
Date: 27 Jun 2017 08:39:52
Message: <59525218$1@news.povray.org>
On 06/26/2017 03:28 PM, Thorsten Froehlich wrote:
> "muyu" <lsy### [at] gmailcom> wrote:
>> I would like to generate animation using a very big file. It took a lot of time
>> in sparsing. Each time, only the camera position will change.  As I see,
>> Clockless_Animation may be the function to save the time cost.
>>
>> I set the following in .ini file:
>> Real_Time_Raytracing = on
>> Clockless_Animation = on
>>
>>
>> I add several camera positions, but there is in the DSL. The rendering runs
>> without stop and no output.
>>
>> I guess that I missed some information. Thanks in advance.
> 
> You are mixing up two things. The real-time raytracing "feature" is just a demo
> mode on Windows, and was never meant to be used for anything useful other than
> showing how powerful modern processors are, i.e. on a computer at at least
> tradeshow booth.
> 
> The clockless animation on the other hand is a useful features that allows you
> to move the camera in a scene without reparsing. While it was developed for the
> demo mode at first, and that is probably where you got the idea to use both
> settings together, but really, you just need to disable the real-time rendering
> option (which effectively just screws up internal options and their logic to
> bypass certain code needed for proper rendering). Then, the clockless animation
> shoudl work as documented as long as you have a camera for each frame in your
> scene as described in the docs.
> 
> 
Thanks for the information. I tried the clockless option apart from the 
real time rendering option without success. Results just posted at:

https://github.com/POV-Ray/povray/issues/301

Am I missing how to make clockless animation (no scene reload) work on 
linux?

Bill P.


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From: Thorsten Froehlich
Subject: Re: Clockless_Animation
Date: 27 Jun 2017 12:50:00
Message: <web.59528c34992dfbe26c6d834f0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 26.06.2017 um 21:32 schrieb Thorsten Froehlich:
>
> >> I've opened at github issue. See:
> >>
> >> https://github.com/POV-Ray/povray/issues/301
> >
> > .... which should just be closed because you reported something that works
> > exactly as designed. The mode is for developers to specify exact behavior in a
> > hands-on manner with one on one support, and not for users without such
> > guidance. The "solution" should probably be to disable that option from being
> > accepted by a condictional compile as well ;-)
>
> Actually, the issue should be left open until it is resolved.
>
> In my book, the first step in resolving it would be to document what the
> real-time rendering mode is for anyway (even if that documentation would
> just be a line saying "not intended for normal users", that would be an
> improvement over the current situation).
>
> As demonstrated, it would also be helpful to document that clockless
> animation and real-time rendering are two entirely(?) different things.

Well, here is the background:
For the Mac 3.6 version I was looking for an Easter Egg to hide in the about box
of POV-Ray for Mac. With some modifications to the, back then single threaded,
code, I was able to pull that off by feeding a custom camera setup as well as a
fixed scene (not parsed but hardcoded structures without texturing) into the
core. Chris played with a variant for Windows.

Now when 3.7 development was far enough along, Intel asked Chris for a demo as
back then POV-Ray was one of the few very efficient multithreaded visual
applications. However, we had since moved to a message based system for
rendering. So he needed to add hooks (the RTR_HACK) to bypass the message
passing. That is also why nothing happens when one trys to use that feature.

In order to control the hack, he had added real-time rendering option.

However, he also still needed a way to control the camera. As the goal was to
use a regular scene file, he had the idea to just allow multiple camera
definitions as the camera object is pretty much independent of the scene file.
This is where the clockless animation comes in. It basically permits multiple
cameras, which are selected based on the frame number.

As far as I recall, you need to enable that option plus the animation feature
with frame numbers, and POV-Ray will render the scene...


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From: Thorsten Froehlich
Subject: Re: Clockless_Animation
Date: 27 Jun 2017 12:55:00
Message: <web.59528d07992dfbe26c6d834f0@news.povray.org>
"Mr" <nomail@nomail> wrote:
> "Mr" <nomail@nomail> wrote:
>
> > > animation and real-time rendering are two entirely(?) different things.
> >
> > What should I use, if any of these, for Blender real time mode?
> >
> > (have a try at Cycles viewport rendered mode to get an idea of required usage)
>
> or also Blender Internal which has this mode too, being closer to POV in its
> architecture.

This is just a similarity between the name of a feature in POV-Ray and Blender
and has absolutely  nothing to do with Blender at all!


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