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Hi,
a long time ago I asked for help with rendering animations (in
povray.animations). I managed to render everything myself (but without the
clouds). In the end communicating with the director (my nephew) and making
changes turned out to be more time consuming than the rendering :-)
I would like to thank everyone for offering to help out.
My nephew wanted to use (part of) this film with his application for the
Amsterdam film academy.
In the end everything was rendered and edited in time, but he was not one of
the very few that ware accepted. The good news is that hew was accepted at
another film academy and this piece of film helped hem getting there.
For the live shots only (part of) a cockpit was used, with a green-screen.
He build and painted a model plane. Photos of this plane where used as
textures in povray. We did experiment with clouds and moving wing-flaps,
but du to time constrains this did not make it into the final renderings.
The water is 4 normal patterns stacked on top of each other, each with
different amplitude, wave length speed and direction. (The mpg compression
did not like the reflections near the horizon)
I think the engine sound works out very well with the renderings.
the final result: (37 MB)
http://www.ninqualda.net/benjamin/index.php?p=media
for more info:
http://www.wissestolk.com
http://www.ninqualda.net
at some time the film will be completed and we will probably re-render these
shots with a bit more realistic planning :-)
Jaap Stolk.
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"RusHHouR" <gee### [at] mailnu> wrote:
> Yeah, it looked cool!
thanks.
> The propellers, where they also made in PovRay? I was wondering cuz of the
> motion blur(?)
yes povray, no not motion blur.
I was quite pleased with how the prop turned out.
it's a thin disk (cylinder) filled with media.
the media has a radial density map of 5 blurred blades.
The prop is rotated randomly for each frame.
#declare r_prop=seed(shot_clock*100);
#declare object_plane_prop = cylinder{
<-5,0,0>, <5,0,0> , 180
pigment { color rgbf<1, 1, 1, 1> }
finish { ambient 0 diffuse 0 }
interior {
media {
absorption rgb <1,1,1>*0.13 // (absorb light, more is darker)
density {
spherical // (spherical pattern, darker towarts
center)
density_map {
[0.0 color 0.1]
[1.0 color 1.0 ]
}
scale 180
}
density {
radial // (radial pattern, repeat 5 / 360 deg.)
density_map {
[0.0 color rgb 0.6 ]
[0.2 color rgb 0.6 ]
[0.5 color rgb 1.0 ] // (darker near middle of part)
[0.8 color rgb 0.6 ]
[1.0 color rgb 0.6 ]
}
frequency 5
rotate z*90 // (radial is around y, but we need around
x)
rotate x*360*rand(r_prop) // (add random rotation for each frame)
}
}
}
translate <444.5,0,0>
hollow
}
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