POV-Ray : Newsgroups : povray.binaries.animations : steam-machine with pseudo-blur and beta-steam (400KB BU) Server Time
4 Nov 2024 23:17:37 EST (-0500)
  steam-machine with pseudo-blur and beta-steam (400KB BU) (Message 1 to 4 of 4)  
From: Hartmut Wagener
Subject: steam-machine with pseudo-blur and beta-steam (400KB BU)
Date: 28 Nov 2000 18:10:17
Message: <3a243b59@news.povray.org>
Hi,

here ist my second animation of my steam-machine. The blur-effect is done by
post-processing the 400 frames by averaging 5 frames per ouput-frame. Not
2500 frames are rendered, only 400, so i call this pseudo-blur. The
averaging is done by WinAvg, the program to average an animation is a little
c-program by me.

The steam was done with smokegen and was the first try of this program after
a year. I have to work a lot on this steam (The steam has to stream out in
big clouds ...). The next animation will be complete blurr (with rendered
2500 frames to get 400) and perhaps some realistic steaming ...

Hartmut


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Attachments:
Download 'blur2.mpg' (402 KB)

From: Bob H 
Subject: Re: steam-machine with pseudo-blur and beta-steam (400KB BU)
Date: 29 Nov 2000 21:26:21
Message: <3a25bacd@news.povray.org>
"Hartmut Wagener" <har### [at] arcormailde> wrote in message
news:3a243b59@news.povray.org...
>
> The steam was done with smokegen and was the first try of this program after
> a year. I have to work a lot on this steam (The steam has to stream out in
> big clouds ...). The next animation will be complete blurr (with rendered
> 2500 frames to get 400) and perhaps some realistic steaming ...

At first I thought it looked terrible.  Then I realized I had the player zoom set to
200%.  The averaging
seemed, er, average  :-)  Too bad you don't have a comparative version done within
MegaPov, but that would
probably require a 10 count averaging (and plenty of time).
The steam is very thick, dispersing quicker and larger would be good.  Unfortunately
you probably will never be
able to loop it as you can with the engine itself.

Bob


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From: Arch
Subject: Re: steam-machine with pseudo-blur and beta-steam (400KB BU)
Date: 8 Dec 2000 10:21:55
Message: <3a30fc93@news.povray.org>
Hi Hartmut,

Just to help you out a bit with the smoke:

- Try defining some periods of the animation where no smoke is generated
(don't declare obj_pos during those periods) to create "puffs" instead of
continous steam
- Use a sin(x) or cos(x) function for the ConstAscendRate value, and use a
little MaxRandAscend to avoid a much too "symmetric" look.
- Vary the value of SmokeDens using rand(x), this will vary the density.
- Let some imaginary wind influence the smoke. (Let the wind change
direction/strength randomly)
- Also use some random rotation - maybe some sin/cos rotation periods here
as well
- You'll probably want the puffs to increase in size - use
MaxSizeInc/MaxFinalSize to control this.

That's something to start with. As usual, experiment freely and be sure to
use PreviewMode 2 while experimenting - you'll probably not want to render
using real media until rendering the final version.

Regards,
- Mikael.

------------------------------------------------------
Mikael Carneholm
Systems Developer
Comitnet AB Sweden
+46 33 101020
mik### [at] comitnetcom
------------------------------------------------------


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From: Hartmut Wagener
Subject: Re: steam-machine with pseudo-blur and beta-steam (400KB BU)
Date: 14 Dec 2000 13:43:05
Message: <3a3914b9$1@news.povray.org>
Hello,

i have tried a little bit with smokegen, but the time to do this is rare ...
It will take some time before the animation with perfect smoke will be seen
here ...

And : I am thinking of writimg a postcard to you ...

Hartmut

"Arch" <arc### [at] comitnetcom> schrieb im Newsbeitrag
news:3a30fc93@news.povray.org...
> Hi Hartmut,
>
> Just to help you out a bit with the smoke:
>
> - Try defining some periods of the animation where no smoke is generated
> (don't declare obj_pos during those periods) to create "puffs" instead of
> continous steam
> - Use a sin(x) or cos(x) function for the ConstAscendRate value, and use a
> little MaxRandAscend to avoid a much too "symmetric" look.
> - Vary the value of SmokeDens using rand(x), this will vary the density.
> - Let some imaginary wind influence the smoke. (Let the wind change
> direction/strength randomly)
> - Also use some random rotation - maybe some sin/cos rotation periods here
> as well
> - You'll probably want the puffs to increase in size - use
> MaxSizeInc/MaxFinalSize to control this.
>
> That's something to start with. As usual, experiment freely and be sure to
> use PreviewMode 2 while experimenting - you'll probably not want to render
> using real media until rendering the final version.
>
> Regards,
> - Mikael.
>
> ------------------------------------------------------
> Mikael Carneholm
> Systems Developer
> Comitnet AB Sweden
> +46 33 101020
> mik### [at] comitnetcom
> ------------------------------------------------------
>
>


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