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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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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
Post a reply to this message
Attachments:
Download 'us-ascii' (6 KB)
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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>
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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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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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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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"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
Post a reply to this message
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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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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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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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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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