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OK... i agree it's not the sexiest topic, but hey... ;)
Im happy with being able to time the camera move with the opened door in one
render. Yes, we're taking small steps here. :)
URL:
http://gat.mine.nu/rush/animations/wooden_door_test001.mpg
File size 7mb
Server located in Northern Europe.
Cheers!
//rush
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"RusHHouR" <gee### [at] mailnu> wrote:
> OK... i agree it's not the sexiest topic, but hey... ;)
>
> Im happy with being able to time the camera move with the opened door in one
> render. Yes, we're taking small steps here. :)
>
> URL:
> http://gat.mine.nu/rush/animations/wooden_door_test001.mpg
>
> File size 7mb
> Server located in Northern Europe.
>
> Cheers!
>
> //rush
Nice animation especially the timing. Your materials are not particularly
suitable for animations, though. But then you must know this from your post
Stephen
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>
> Nice animation especially the timing. Your materials are not particularly
> suitable for animations, though. But then you must know this from your post
>
> Stephen
Hehehe. Thanks, and yeah, the door's flicker doesnt go by unnoticed... XD
About the flickering flick; more fps, sturm off(!) and high AA actually got
rid of most of it. Scaling up texture and experimenting with different
bitrates settings also playes a part.
So I learnt a lot there! None of that shows in this clip though! ;)
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"RusHHouR" <gee### [at] mailnu> wrote:
> >
> > Nice animation especially the timing. Your materials are not particularly
> > suitable for animations, though. But then you must know this from your post
> >
> > Stephen
>
> Hehehe. Thanks, and yeah, the door's flicker doesnt go by unnoticed... XD
>
> About the flickering flick; more fps, sturm off(!) and high AA actually got
> rid of most of it. Scaling up texture and experimenting with different
> bitrates settings also playes a part.
>
> So I learnt a lot there! None of that shows in this clip though! ;)
object intersected the horizon or there would be lots of holes/artefacts.
Stephen
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>
> object intersected the horizon or there would be lots of holes/artefacts.
>
> Stephen
No, I didnt read about it either(!)
I just noticed by coincidence that the flickering bottlenecks in this
animation...
http://www.youtube.com/watch?v=HUDqmn1jSNk
....stopped flickering when I switched sturm to off.
So I never used it in animations from there on.
(Until someone proves me wrong... ;)
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"RusHHouR" <gee### [at] mailnu> wrote:
> OK... i agree it's not the sexiest topic, but hey... ;)
>
> Im happy with being able to time the camera move with the opened door in one
> render. Yes, we're taking small steps here. :)
>
> URL:
> http://gat.mine.nu/rush/animations/wooden_door_test001.mpg
[...]
Very nice! The camera's movement is very well done. I guess you
used splines for that?
And yes, the flickering door doesn't go unnoticed. :-) But I guess
you've already fixed that on your latest version.
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"quickfur" <qui### [at] quickfurathcx> wrote:
> Very nice! The camera's movement is very well done. I guess you
> used splines for that?
>
> And yes, the flickering door doesn't go unnoticed. :-) But I guess
> you've already fixed that on your latest version.
Thanks a lot! :D
Splines is right, both for the cameras location and look_at as well as the
rotation of the door.
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On Tue, 6 Feb 2007 09:46:58 EST, "RusHHouR" <gee### [at] mailnu> wrote:
>>
>> object intersected the horizon or there would be lots of holes/artefacts.
>>
>> Stephen
>
>
>No, I didnt read about it either(!)
>
>I just noticed by coincidence that the flickering bottlenecks in this
>animation...
>
>http://www.youtube.com/watch?v=HUDqmn1jSNk
>
>....stopped flickering when I switched sturm to off.
>
>So I never used it in animations from there on.
>(Until someone proves me wrong... ;)
>
>
I did a quick test with two SOR's and Lathe's one with Strum and one without but
could nor see any flicker at all, at all. The one without strum had banding at
the horizon but no flicker. I think it must be the materials.
Regards
Stephen
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Stephen <mcavoysATaolDOTcom@> wrote:
[...]
> I did a quick test with two SOR's and Lathe's one with Strum and one without but
> could nor see any flicker at all, at all. The one without strum had banding at
> the horizon but no flicker. I think it must be the materials.
>
> Regards
> Stephen
Maybe you should also check to make sure no light sources are
lying exactly on the surface of some object. This bit me recently,
when I was making an animation and saw frame-to-frame flickering
that refuses to go away no matter how high I set the antialiasing
options. Eventually, I stumbled across the culprit: a macro-placed
light source had inadvertently coincided with the surface of an
object, hence when the viewpoint moved, the light from that
source alternated between visible and invisible (due to roundoff
errors), thus causing the flickering.
I don't know if this is the same cause here, but I hope this helps.
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"RusHHouR" <gee### [at] mailnu> wrote:
> >
> > Nice animation especially the timing. Your materials are not particularly
> > suitable for animations, though. But then you must know this from your post
> >
> > Stephen
>
> Hehehe. Thanks, and yeah, the door's flicker doesnt go by unnoticed... XD
>
> About the flickering flick; more fps, sturm off(!) and high AA actually got
> rid of most of it. Scaling up texture and experimenting with different
> bitrates settings also playes a part.
>
> So I learnt a lot there! None of that shows in this clip though! ;)
Two other things: If you don't already have jitter off in your ini file,
definitely turn it off. Then also if you don't mind rendering X times as
many more frames, you could do a little motion blur instead of a higher
fps. You can set up another .pov scene to average every Y number frames for
some subtle motion blur. It should be subtle if X >= Y.
BTW, nice brick/stone-work. I can't wait to see what's upstairs!
Charles
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