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From: DJ Wiza
Subject: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 28 Apr 2006 03:00:23
Message: <4451bd87@news.povray.org>
http://www.sohcahtoa.net/videos/antigonemb.m1v

Nothing really new with the ride itself, but a test of a motion blur 
script I made.  After trying to find a program to do this and failing, I 
came up with the idea of just making a box with an average of image_maps 
to overlay several images on top of each other.

So then I made the simulator in my roller coaster simulate at 300 fps, 
then rendered the motion blur generating scene, which then resulted in 
this animation.

For those interested, here is my motion blur script.  Its pretty simple.

#declare PREFIX = "bezier";
#declare DIGITS = 5;
#declare SAMPLESPERFRAME = 10;
#declare SUFFIX = ".png";

camera {
   orthographic
   location <0,0,-1>
   look_at  <0,0,0>
   right 1*x
   up 1*y
}

global_settings { max_trace_level 20
assumed_gamma 1
}

box {
   <-0.5, -0.5, 0>, <0.5, 0.5, 0>
   pigment {
     average
     pigment_map {
     	#declare xx = 0;
		#while (xx < SAMPLESPERFRAME)
         	[1.0  		image_map {
			png concat(PREFIX, 
str(xx+(frame_number*SAMPLESPERFRAME),-DIGITS,0),SUFFIX)
   			map_type 0
   			interpolate 0
   	  		}]     // weighting 1.0
   	  	#declare xx = xx + 1;
		#end
     }
   translate 0.5*(x+y)
   }
   finish { ambient 1 }
}


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From: Zeger Knaepen
Subject: Re: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 28 Apr 2006 05:36:56
Message: <4451e238$1@news.povray.org>
you can do camera motion blur with MegaPOV's camera_view pigment, 
something like the attached file (I hope you can understand it, it's not 
the cleanest code :))

there are some advantages of doing it internally: anti-aliasing will 
probably be faster, blurred bright objects will look more realistic, ...

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: David Brickell
Subject: Re: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 28 Apr 2006 09:26:28
Message: <44521804@news.povray.org>
DJ Wiza wrote:
> http://www.sohcahtoa.net/videos/antigonemb.m1v
> 
> Nothing really new with the ride itself, but a test of a motion blur 
> script I made.  After trying to find a program to do this and failing, I 
> came up with the idea of just making a box with an average of image_maps 
> to overlay several images on top of each other.
> 
> So then I made the simulator in my roller coaster simulate at 300 fps, 
> then rendered the motion blur generating scene, which then resulted in 
> this animation.


This looks really cool.  Definitely looks a lot smoother.  Would it be 
possible to alter the amount of frames sampled based on the current 
velocity so that the faster you are going the more blur you get?

Cheers

Dave


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From: DJ Wiza
Subject: Re: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 28 Apr 2006 10:31:16
Message: <44522734$1@news.povray.org>
David Brickell wrote:
> This looks really cool.  Definitely looks a lot smoother.  Would it be 
> possible to alter the amount of frames sampled based on the current 
> velocity so that the faster you are going the more blur you get?
> 
> Cheers
> 
> Dave

It could be done, but it'd be a bit more difficult.

-DJ


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From: Roman Reiner
Subject: Re: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 28 Apr 2006 12:55:00
Message: <web.44524819268f2ebe1e0a74490@news.povray.org>
i have never tried it, but wouldn't it be possible to fake camera motion
blur with megapovs "normal" motion blur by just cut/pasting the
transformations of the camera into all the other objects in the scene with
additional invers keyword? that way the camera would stand still with the
whole environment moving (and therefore blurring). In the case of a
skysphere one would of course have to take off the translations and
restrict it to the rotations.

Just a thought
Roman

"Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> you can do camera motion blur with MegaPOV's camera_view pigment,
> something like the attached file (I hope you can understand it, it's not
> the cleanest code :))
>
> there are some advantages of doing it internally: anti-aliasing will
> probably be faster, blurred bright objects will look more realistic, ...
>
> cu!
> --
> #macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
> sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
> #end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
> _(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: Zeger Knaepen
Subject: Re: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 28 Apr 2006 13:10:45
Message: <44524c95$1@news.povray.org>
"Roman Reiner" <lim### [at] gmxde> wrote in message 
news:web.44524819268f2ebe1e0a74490@news.povray.org...
> i have never tried it, but wouldn't it be possible to fake camera 
motion
> blur with megapovs "normal" motion blur by just cut/pasting the
> transformations of the camera into all the other objects in the scene 
with
> additional invers keyword? that way the camera would stand still with 
the
> whole environment moving (and therefore blurring). In the case of a
> skysphere one would of course have to take off the translations and
> restrict it to the rotations.
> 
> Just a thought

yes, that would be possible, but I think it's easier to just move the 
camera and use an average of camera_view's :)

don't know which one will be faster though

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: Charles C
Subject: Re: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 28 Apr 2006 14:55:00
Message: <web.445264ba268f2ebe200a56120@news.povray.org>
I wanted to reply on a previous post but wasn't able to log on at the
time... Back to the issue of banking and jerkiness of transitions:   First
I think it kindof adds to the feel of realism, getting bumped around like
that.  Here's my probably dumb question:  It looks like the track ties
transition smoothly from one section to the next, so is there a way for
your car to reference the angle of the nearest tie or the rail?  There's
always trace()

Charles C

PS, motion blur adds a lot.


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From: Chambers
Subject: Re: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 28 Apr 2006 16:43:12
Message: <44527e60$1@news.povray.org>
I don't think you've mentioned this yet, but will your script eventually 
be released for others to use?  My wife loves the RTC games, and I'd be 
willing to switch to NoLimits if it meant getting her interested in 
POV-Ray :)

...Chambers


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From: DJ Wiza
Subject: Re: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 29 Apr 2006 00:49:46
Message: <4452f06a$1@news.povray.org>
Charles C wrote:
> I wanted to reply on a previous post but wasn't able to log on at the
> time... Back to the issue of banking and jerkiness of transitions:   First
> I think it kindof adds to the feel of realism, getting bumped around like
> that.  Here's my probably dumb question:  It looks like the track ties
> transition smoothly from one section to the next, so is there a way for
> your car to reference the angle of the nearest tie or the rail?  There's
> always trace()
> 
> Charles C
> 
> PS, motion blur adds a lot.
> 

The track ties transition just as jerky as the camera.  You just don't 
see it.

I need to try moving the look_at to something a bit farther ahead. 
Right now, it tries to be as tangent to the direction of travel as possible.

-DJ


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From: DJ Wiza
Subject: Re: Roller Coaster WIP 5 (MPEG1 Link: 3.7 MB)
Date: 29 Apr 2006 01:11:38
Message: <4452f58a$1@news.povray.org>
Chambers wrote:

> I don't think you've mentioned this yet, but will your script eventually 
> be released for others to use?  My wife loves the RTC games, and I'd be 
> willing to switch to NoLimits if it meant getting her interested in 
> POV-Ray :)
> 
> ...Chambers

Yes, I do have those plans.

Subject to one thing though...permission from Ole Lange, the author of 
No Limits.  At the end of 2003, I asked him for the specifications of 
the .nltrack file format, telling him my plans to make a program to 
convert No Limits tracks to POV-Ray.  He liked the idea, and sent me a 
text file.  But I wrote the program so poorly that I very quickly wrote 
myself into a corner.  All I had was the ability to export the track and 
supports.  I didn't have a simulator or anything at all.

But now, No Limits has gone through several updates, and the file format 
has changed slightly.  Just a few things added giving more features and 
options to your rides.  I asked him a couple weeks ago for a new format 
and said I plan on creating animations with a simulator, and he never 
responded.

I'm not sure if he hasn't responded because he hasn't gotten around to 
it, or if he doesn't want me doing it, but hasn't said anything, or what.

The simple fact of the matter is, No Limits is a for-profit program. 
Its not free.  The demo comes with a couple tracks and an editor, but 
the editor doesn't let you save, and ONLY those demo tracks can be 
loaded into the simulator.  By using my program, I'm essentially giving 
away the No Limits simulator to anyone with enough patience to render 
each ride.  And with each frame taking only 3-8 seconds to render, a 
full ride takes less than 24 hours to render.

In any case, I don't think I'll be releasing anything until I've gotten 
just about everything in the No Limits track file implemented.  That 
includes supports, different track segment types (station, lift, brakes, 
etc.) and terrain (including the reflective water).  That leaves 
scenery, which includes trees and 3DS objects.  The trees will be easy, 
but 3DS objects...either I'll have to learn the 3DS file format, or I 
find a 3DS->POV converter that has a license that allows me to bundle it 
with my program.

-DJ


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