|
|
"r20adek" <rra### [at] o2pl> wrote in message
news:web.43b32c06f15ea5a54272d270@news.povray.org...
> Who help.I have this source code.
> ... snip ...
> I want snowing animations.What I must write to this code and where becasue
> I'm newbie in Povray.
> HELP ME.PLEASE
>
Hi Radek,
To animate your snowflakes you need to modify the amount you move each one
based upon the 'clock' variable. The following source adds a vector to the
position of each flake to produce a very simple animation. It checks to make
sure the flake hasn't dropped out of the bottom of the box and, if it has,
it moves it back to the top of the box, positioning it so that it will
produce a seamless animation cycle when rendered with the command line
settings of '+kfi1 +kff30 +kc'.
A couple of notes on protocol: I think it would have been better to post
this question on the 'povray.animations' newsgroup as
'povray.binaries.animations' is more for example animation files and stuff.
CAPITALISATION is sort of like shouting and is more commonly used on
newsgroups where questions don't get answered.
light_source { < -150, 80 ,-8> color rgb 1}
camera {location <0,20,-20> look_at <0,20,0>}
#include "colors.inc"
#include "rand.inc"
#declare PtA=<-30,0,-30>;
#declare PtB=<30,35,15>;
#declare nasio=seed(12345);
#declare FallVector = <-0.1,-1,-0.1>;
#declare ile=1000;
#declare licz=1;
#declare platek=sphere
{
<0,0,0>,
.1 pigment
{ color White }
}
#while
(licz <ile)
#declare los=VRand_In_Box(PtA, PtB, nasio);
#declare los = los+FallVector*clock*35;
#if (los.y<=0) #declare los = los-FallVector*35; #end
object { platek translate los }
#declare licz=licz+1;
#end
Regards,
Chris B.
Post a reply to this message
|
|
|
|
Can you tell me what I must do when snowflakes is animated??Because I'm vey
newbie and I don't now what I must do??????
#include "textures.inc"
#include "colors.inc"
#include "rand.inc"
plane
{
<0,1,0>,10000 hollow
texture
{
pigment
{color rgb<0.2,0.2,0.3>}
finish
{ambient 1 diffuse 0}
}
}
plane
{
<0,1,0>,1 hollow //
texture
{
pigment
{
bozo
turbulence 0.65
octaves 6 omega 0.7 lambda 2
color_map { [0.0 color rgb <0.95, 0.95, 0.95>]
[0.1 color rgb <0.85, 0.85, 0.85>]
[0.5 color rgbt <1, 1, 1, 1> ]
[1.0 color rgbt <1, 1, 1, 1> ] }
rotate<10,20,0>
scale <0.3, 0.4, 0.2>*3 }
finish
{
ambient 1 diffuse 0}}
scale 1000}
// fog at the horizon
fog
{
distance 300000 color White}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
fog {
fog_type 2 // tu określamy typ mgły
fog_alt 1 // tu okreslamy jak szybko mgla ma malec
fog_offset 0
distance 2
color <0.6,0.5,0.5>
}
light_source
{
<-400,2500,-1000> colour White}
plane
{
y,0 pigment
{colour White}
finish
{phong 1}
}
camera
{
location <10,10,-50>
look_at <0,22,0>
}
light_source
{
<0,10,-6>
colour White
}
sphere
{
<-30,8,20>
9 pigment
{colour White}
finish
{reflection 0 phong 0}
}
sphere
{
<-27,6,13>
1.5 pigment
{colour Yellow}
finish
{reflection 0 phong 0}
}
sphere
{
<-27,10,13>
1.5 pigment
{colour Yellow}
finish
{reflection 0 phong 0}
}
sphere
{
<-27.4,14.5,14>
1.2 pigment
{colour Yellow}
finish
{reflection 0 phong 0}
}
sphere
{
<-28,21.9,15>
7.8 pigment
{colour White}
finish
{reflection 0 phong 0}
}
sphere
{
<-24.7,16,8.4>
1 pigment
{colour Yellow}
finish
{reflection 0 phong 0}
}
sphere
{
<-24.5,20,8>
1 pigment
{colour Yellow}
finish
{reflection 0 phong 0}
}
sphere
{
<-20.7,22.5,1>
0.9 pigment
{colour Yellow}
finish
{reflection 0 phong 0}
}
sphere
{
<-26.3,33,9>
6 pigment
{colour White}
finish
{reflection 0 phong 0}
}
union
{
cone
{
<-20.3,27,0>
1
<-20,22,0>
0
}
pigment
{colour Red}
}
sphere
{
<-25,32,2>
0.9 pigment
{colour Blue}
finish
{reflection 0 phong 0}
}
sphere
{
<-20,31.5,2>
0.9 pigment
{colour Blue}
finish
{reflection 0 phong 0}
}
cylinder
{
<-24,45,2> <-24,35,5>
5 texture
{
pigment
{Black}
}
}
#declare PtA=<-30,0,-30>;
#declare PtB=<30,35,15>;
#declare nasio=seed(12345);
#declare FallVector = <-0.1,-1,-0.1>;
#declare ile=1000;
#declare licz=1;
#declare platek=sphere
{
<0,0,0>,
.1 pigment
{ color White }
}
#while
(licz <ile)
#declare los=VRand_In_Box(PtA, PtB, nasio);
#declare los = los+FallVector*clock*35;
#if (los.y<=0) #declare los = los-FallVector*35; #end
object { platek translate los }
#declare licz=licz+1;
#end
Post a reply to this message
|
|