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OK I found the bug; apparently the color of text objects must be specified.
I modified L01text.inc and upgraded the #version directive to 3.8 in
L01game.pov.
If you still have the frames from your first run, you could move the first 420
of them into the /frames4K/animated/ folder here. They are all the same pure
text screen. Then run the command
povray +SF421 L01game.pov
to save yourself a few minutes.
Post a reply to this message
Attachments:
Download 'l01game.tar.gz' (732 KB)
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hi,
> > I had a very quick look at the archive, and fwiw, the naming is .. strange. >
> That's the convention I have been following. Every distinct povray project I do
> has its own folder which contains a povray.ini file. I just always edit
> povray.ini when I want to change resolution or framerate. Is this wrong? Wrong,
> I am concerned about. Strange, not so much.
conventions, yes, I too have "bad habits" </grin>. but it works (for you), so
wrong isn't the word, it's more like "additional cognitive hurdle".
those "habits" can lead to "wrong" though, from your 'povray.ini':
; Aspect ratio is expected to be 9:16
Height=2160
Width=3840
correct, for you, as the height is listed first. however, anyone else reading
this would expect the ratio / aspect to be 16:9, ie the "width:height" thing is
fixed, preferences notwithstanding ;-).
> I have a question about the error message Yesbird encountered. ...
>
> OK I found the bug; apparently the color of text objects must be specified.
> I modified L01text.inc and upgraded the #version directive to 3.8 in
> L01game.pov.
should not be the cause. POV-Ray supplies a default texture when there's none.
<https://wiki.povray.org/content/Reference:Default_Directive>
I tried and ran your code to 1K frames, using 3.8.0-alpha.9945627, with
"all_file = on", and nothing. no errors, no warnings. hth.
regards, jr.
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"jr" <cre### [at] gmailcom> wrote:
> hi,
Hi back.
>
> > I have a question about the error message Yesbird encountered. ...
> >
> > OK I found the bug; apparently the color of text objects must be specified.
> > I modified L01text.inc and upgraded the #version directive to 3.8 in
> > L01game.pov.
>
> should not be the cause. POV-Ray supplies a default texture when there's none.
> <https://wiki.povray.org/content/Reference:Default_Directive>
>
> I tried and ran your code to 1K frames, using 3.8.0-alpha.9945627, with
> "all_file = on", and nothing. no errors, no warnings. hth.
>
>
> regards, jr.
No FRAMES? Please tell me you generated some frames. :-)
I ran my earlier code under 3.8 beta, and there were no errors but all the text
objects were white.
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"Jonathan Bush" <djb### [at] gmxcom> wrote:
> I ran my earlier code under 3.8 beta, and there were no errors but all the text
> objects were white.
In version 3.8 there has been a Change to the pigment default setting. The
default setting is now rgb <1,1,1> as opposed to the rgb <0,0,0> value used in
previous versions. Requires #version 3.8; or equivalent INI setting or
command-line option. See also: Version Directive.
https://wiki.povray.org/content/Reference:Pigment
Post a reply to this message
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Jonathan Bush" <djb### [at] gmxcom> wrote:
>
> > I ran my earlier code under 3.8 beta, and there were no errors but all the text
> > objects were white.
>
> In version 3.8 there has been a Change to the pigment default setting. The
> default setting is now rgb <1,1,1> as opposed to the rgb <0,0,0> value used in
> previous versions. Requires #version 3.8; or equivalent INI setting or
> command-line option. See also: Version Directive.
>
> https://wiki.povray.org/content/Reference:Pigment
OK thank you.
BTW I neglected to update the version in my povray.ini file, so here is just
that file, to replace the one in the POVray folder.
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I may have made some unwarranted assumptions here.
I am grateful to Yesbird and everyone else for their help. What I am asking for
would not only take a lot of processing time, but a huge chunk of memory. Every
frame from 421 to 10681 is close to 8 MB, in lossless png format. I estimate the
total might be about 80 GB. I haven't even asked about how I would download
that. Maybe you have access to some cloud hosting service.
None of this is free for Yesbird. If this works out, I may ask for help with
more videos in the future. Maybe we could talk about this? My email is
twixtfanatic atsymbol gmail period com
Thanks again for providing this amazing resource.
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From: yesbird
Subject: Re: Best render farm? Also You Tube upload advice sought
Date: 10 Jun 2024 03:35:03
Message: <6666aca7$1@news.povray.org>
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On 09/06/2024 14:42, Jonathan Bush wrote:
> I am grateful to Yesbird and everyone else for their help.
...
> Thanks again for providing this amazing resource.
Sorry for the late answer - had no time even to look at newsgroups.
I really want to assist you, but I need to solve some non-IT problems.
Please give me one-two days and I will email you.
Happy POVing :)
--
YB.
Post a reply to this message
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From: MichaelJF
Subject: Re: Best render farm? Also You Tube upload advice sought
Date: 11 Jun 2024 10:01:29
Message: <666858b9$1@news.povray.org>
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I have little experience with animations, but I noticed a merge in your
code where a union would have been sufficient. So I rendered frames
7001-7100 with your original code in 83 minutes (1920*1080, 14 work
threads, i9### [at] 36GHz). After exchanging 4 merge statements (2 in
L01tiles.inc, 1 in L01box.inc and 1 in Zillionstrapboard.inc) by unions
the same frames took 15 minutes 33 seconds to render.
I had expected a faster calculation, but a factor of more than five
really surprised me.
Best regards
Michael
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From: William F Pokorny
Subject: Re: Best render farm? Also You Tube upload advice sought
Date: 11 Jun 2024 11:44:38
Message: <666870e6$1@news.povray.org>
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On 6/11/24 10:01, MichaelJF wrote:
> I had expected a faster calculation, but a factor of more than five
> really surprised me.
Reminds me I have a "todo" item to look at removing some merge bounding
related code I ran across one day which looks like it dump the objects
in a merge into the infinite / not bounded bucket once the bounding box
gets above a certain size.
It triggered at a size that was not that big - and I couldn't figure out
why it would ever be a good idea(*). If you have bounding for the merge
of objects, why wouldn't one always use it? How can it be, effectively,
worse than tossing all the objects into the infinite bucket?
Anyhow, someday I'll dig more into it.
Bill P.
(*) - Maybe there was some pre-auto bounding reason for it? Or it might
be there is some detail about how the bounding works I don't yet
understand... :-)
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MichaelJF <fri### [at] t-onlinede> wrote:
> I have little experience with animations, but I noticed a merge in your
> code where a union would have been sufficient. So I rendered frames
> 7001-7100 with your original code in 83 minutes (1920*1080, 14 work
> threads, i9### [at] 36GHz). After exchanging 4 merge statements (2 in
> L01tiles.inc, 1 in L01box.inc and 1 in Zillionstrapboard.inc) by unions
> the same frames took 15 minutes 33 seconds to render.
>
> I had expected a faster calculation, but a factor of more than five
> really surprised me.
>
> Best regards
> Michael
WOWZA what a huge amount of time and trouble you have saved me.
THANK YOU!
I attach the third version of my code, without the bug I added to version 2.
My 8-thread machine rendered 76 animated frames in the first hour.
Post a reply to this message
Attachments:
Download 'l01gamev3.tar.gz' (328 KB)
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