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And another quick thing I slapped together: First, you render an animation
with as many frames as you like. Then, using a somewhat lower number of
frames, I render the animation again, this time using the former frames as
basis for averaged textures: voila, Motionblur!
For now, it only supports looping animation, but I want to work on the code
to make it more flexible, useful for non-looping animations, using weighted
averaging etc. I know, I know, there's Warp's Targa Averager out there, but
I like to do things myself and try to do them based purely on POV-Script.
Anyways, this was just a proof-of-concept. I'll enhance it once I need it
for animations...
Regards,
Tim
PS: Additionally, I wanted to announce that I'm back to Poving... :-)
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de
Post a reply to this message
Attachments:
Download 'mb_1.mpg' (259 KB)
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"Tim Nikias v2.0" <tim.nikias (@) nolights.de> wrote in
news:402694f4@news.povray.org:
> And another quick thing I slapped together: First, you render an
> animation with as many frames as you like. Then, using a somewhat
> lower number of frames, I render the animation again, this time using
> the former frames as basis for averaged textures: voila, Motionblur!
>
>
>
You may want to talk with Sascha Ledinsky. He is writing a Java Motion
Blur app with some neat options.
Discussion:
http://www.imp.org/forums/topic.asp?TOPIC_ID=262
Examples:
http://3dimensions.dhs.org/imp/motionblur/
After he cleans up the code a bit, it will be released as GPL with the
package IMPTools:
http://imptools.sourceforge.net/
--
Tom
_________________________________
The Internet Movie Project
http://www.imp.org/
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> You may want to talk with Sascha Ledinsky. He is writing a Java Motion
> Blur app with some neat options.
Hm, from the discussion on the forum I can't really much tell if what he's
doing is far better than mine (aside of my approach having to use POV-Ray to
render the images, instead of throwing them out at the fly...). I'm using
two methods of judging which frames to average: cyclic and non-cyclic. And
the remaining bit is done by itself: give the script the amount of frames
the original animation has, and how many you want to end up with, and it'll
render that.
I like to keep things inside POV-Ray unless there's no other way (or unless
it is really completely inefficient sticking to POV-Ray), so...
Thanks for the note though, might want to have an eye on that and copy-paste
the ideas mentioned there... ;-)
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de
Post a reply to this message
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On Sun, 8 Feb 2004 20:56:53 +0100, "Tim Nikias v2.0" <tim.nikias (@)
nolights.de> wrote:
> based purely on POV-Script.
For "purely on oldMegaPOV-Script" see:
http://news.povray.org/povray.binaries.animations/15160/
;-)
ABX
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