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He's sitting down and doin stuff. I still need to work on the noise in
the texture, and the area light could use more samples. It's kind of
cute though.
-Mike
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Attachments:
Download 'pogo.mpg' (606 KB)
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MikeH wrote in message <3A3565F0.3FAF11E1@aol.com>...
>He's sitting down and doin stuff. I still need to work on the noise in
>the texture, and the area light could use more samples. It's kind of
>cute though.
Wonderful, the girls here at work love it, they were even making noises for
him.
Kev
http://web.libertysurf.co.uk/kevin.ellis
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Very cute! Especially the flippers.
How did you do it?
Remco
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> Very cute! Especially the flippers.
> How did you do it?
I modeled him and did the keyframing in Animation Master. He's made up
of type 2 bicubic patches with the textures defined for different groups
in a seperate include file for easy editing. This way I can have
multiple versions of the model use the same textures. Then I export a
copy of the model for each frame (wrote a plugin to automate the
process). The frames are then loaded into the scene using the clock
variable, ie:
/* penguin */
#declare CURRENT_FRAME = clock;
union {
#include concat("pogo",str(CURRENT_FRAME,0,0) )
}
The finished scene file is rendered in a modified MegaPOV 0.5a, which
has a few minor patches to the lighting code that I add to tweak
whenever I need a certain effect. I haven't released the plugin I wrote
to handle this particular export process yet because there doesn't
appear to be many AM/POV users out there interested in it.
-Mike
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MikeH wrote:
> Then I export a
> copy of the model for each frame (wrote a plugin to automate the
> process).
This is certainly ingenious in concept and very cool in results. However:
what is the real benefit: what is the value add of rendering in pov instead
of A:M, especially if you have to go through all that export headache?
[I can hear the povray PC police stampeding out in the hallway!]
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> what is the real benefit: what is the value add of rendering in pov instead
> of A:M, especially if you have to go through all that export headache?
In this case there is really none. I could probably add snow for this scene
much more easily with POV because there is less overhead. A better example is
the animation I did of a clownfish swimming underwater with photons...something
that would be near impossible with AM.
POV does many things better than AM. The latter has nothing like heightfields
or referenced copies of meshes. No while loops or conditionals. Refraction is
limited to 2 levels. AM's radiosity sucks big time, and the 'global
illumination' is grainy and highly innacurate. In short, you can do some
things faster in POV, though most of them are inherently slow.
Besides, the export process really isn't that difficult provided you have the
disk space. Most models take about 5 seconds per frame or less. There is one
flaw in my system at this point, and that is the lack of motion blur. I could
just increase the frame rate and render more frame, then average the result. I
have some ideas for a better solution but it would be a lot of work...not sure
if it would be worth the trouble.
-Mike
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It is cute. Very nice. :)
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