POV-Ray : Newsgroups : povray.binaries.animations : Submarine with spherical iris (264 kb) Server Time
19 Jul 2024 19:22:28 EDT (-0400)
  Submarine with spherical iris (264 kb) (Message 1 to 9 of 9)  
From: Timothy R  Cook
Subject: Submarine with spherical iris (264 kb)
Date: 23 Feb 2002 08:45:07
Message: <3C779CC9.5EDDF1A1@scifi-fantasy.com>
5 second animation, 30 fps, approx. 22 seconds per frame to render.
How do I make blinking lights?!
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


Post a reply to this message


Attachments:
Download 'selkie.avi.dat' (264 KB)

From: Rune
Subject: Re: Submarine with spherical iris (264 kb)
Date: 23 Feb 2002 09:38:02
Message: <3c77a94a@news.povray.org>
"Timothy R. Cook" wrote:
> How do I make blinking lights?!

#declare Frequency = 10; // Blinks per clock unit.
#declare Ratio = 0.4; // How much of the time the lamps are on.
#declare LightOn = (mod(clock*Frequency,1)<Ratio);
light_source {<1,2,3>, color rgb 1*LightOn}

But if you're using Moray, then I have no idea.

Nice animation by the way!

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Shay
Subject: Re: Submarine with spherical iris (264 kb)
Date: 23 Feb 2002 15:36:31
Message: <3c77fd4f$1@news.povray.org>
Well, you cheated on the iris. Still nice though.
 -Shay

"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in message
news:3C779CC9.5EDDF1A1@scifi-fantasy.com...


Post a reply to this message

From: Timothy R  Cook
Subject: Re: Submarine with spherical iris (264 kb)
Date: 23 Feb 2002 18:35:21
Message: <3C78273A.5EC19C8D@scifi-fantasy.com>
Shay wrote:
> Well, you cheated on the iris. Still nice though.

Cheated in what manner?  Only rotated each piece from a single point
instead of moving it in the appropriate curve while rotating?  I've
no idea the exact curve needed, nor how to translate it onto a sphere,
nor how to impliment that in Moray...

BtW, I noticed that the normal doesn't change position while the
pieces rotate, giving a somewhat disconcerting appearance.  How
would I fix THAT?

-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


Post a reply to this message

From: Tim Nikias
Subject: Re: Submarine with spherical iris (264 kb)
Date: 24 Feb 2002 03:28:24
Message: <3C78A432.BED7B591@gmx.de>
>
> BtW, I noticed that the normal doesn't change position while the
> pieces rotate, giving a somewhat disconcerting appearance.  How
> would I fix THAT?
>

Rotate and translate the objects AFTER the normal was
applied (no idea how that is done in Moray though).

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html


Post a reply to this message

From: Lutz Kretzschmar
Subject: Re: Submarine with spherical iris (264 kb)
Date: 24 Feb 2002 07:30:34
Message: <94nh7u43j2sg03969h33pjnpftudimbmot@4ax.com>
Hi Timothy R. Cook, you recently wrote in povray.binaries.animations:

> BtW, I noticed that the normal doesn't change position while the
> pieces rotate, giving a somewhat disconcerting appearance.  How
> would I fix THAT?
Did you apply the material to the referenced object or the group? It
needs to be applied to the single object (Iris01). Then it
automatically stays fixed with the object, so that when you rotate it,
the texture goes with it (provided you have left the texture
coordinate at the default 'local' setting).

Followups to moray.win

- Lutz
  email : lut### [at] stmuccom
  Web   : http://www.stmuc.com/moray


Post a reply to this message

From: Jan Walzer
Subject: Re: Submarine with spherical iris (264 kb)
Date: 24 Feb 2002 15:01:44
Message: <8JTVuOgd4xB@lzer.net>
... damn ...

What a pity, that this kicks my box reproducable to a BSOD

Something must be wrong with my MPEG-decoder ...
I have this also with some other MPEG/AVIs ...

should I reinstall ? ... again ? ...


Post a reply to this message

From: Timothy R  Cook
Subject: Re: Submarine with spherical iris (264 kb)
Date: 24 Feb 2002 23:22:02
Message: <3C79BBF0.E364E83C@scifi-fantasy.com>
Jan Walzer wrote:
> should I reinstall ? ... again ? ...

Codec used: DivX 3.11
Try www.divx.com
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


Post a reply to this message

From: Bryan Valencia
Subject: Re: Submarine with spherical iris (264 kb)
Date: 28 Feb 2002 19:43:08
Message: <3C7ECEB8.E49A3B4F@209software.com>
#if sin(clock/3)>0
    #declare bulbcolor = rgb 0
#else
    #declare bulbcolor = rgb<.8,.8,1>
#end


or, alternately,

#declare bulbcolor = rgb sin(clock/3);

The "/3" part may need to be tweaked to make the blinking slower or faster (frames per
blink wise)
the threshold of 0 in the first line makes it so the light will be on half the time
and off half the time, this is called a duty cycle of 50%.

if you to change the duty cycle, then vary the number from -1 to 1 like this;
#if sin(clock/3)>.8         <--mostly off, blinks on very briefly
#if sin(clock/3)>-.3         <--mostly on, blinks off briefly





"Timothy R. Cook" wrote:

> 5 second animation, 30 fps, approx. 22 seconds per frame to render.
> How do I make blinking lights?!
> --
> Tim Cook
> http://empyrean.scifi-fantasy.com


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.