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Hi people!
While taking a closer look to the motionblur in megapov, I regonized that a
vertex-motionblur is possible.
All examples working only with transforms, such as translate, rotate, scale...
I've started to write a universal PovScript to handle a syntax, which is very
similar to the mesh2 syntax that generates the motionblur bases on geomagnetic
information from two frames.
The syntax for the geometry looks like this:
#declare Vertex_Vectors=array[1140][3]
{
{0.0750842,-1.98293,4.51802},
{0.106474,-1.58801,4.71834},
.......
#declare Normal_Vectors=array[1140][3]
{
{-0.996115,0.0880451,-0.00146716},
{-0.996944,0.0780921,0.00226744},
.......
#declare Uv_Vectors=array[1140][2]
{
{0.447334,0.909562},
{0.447334,0.909562},
.......
If you already familiar with the mesh2 syntax, you'll see the similarities.
I've already start to write a script for 3DS-MAX to export animated geometry, so
that it cam be rendered with motionblur in MegaPov.
I'm still working on it, but I'll think, I can share a working version in the
next two weeks.
The video shows a "running box", animated with MAX and was exported by my first
script and rendered with MepaPov
Holger :)
Post a reply to this message
Attachments:
Download 'vector-mb.avi.dat' (673 KB)
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"H. Karsten" <h-karsten()web.de> wrote:
> Hi people!
>
> While taking a closer look to the motionblur in megapov, I regonized that a
> vertex-motionblur is possible.
> All examples working only with transforms, such as translate, rotate, scale...
>
> I've started to write a universal PovScript to handle a syntax, which is very
> similar to the mesh2 syntax that generates the motionblur bases on geomagnetic
> information from two frames.
>
> The syntax for the geometry looks like this:
> #declare Vertex_Vectors=array[1140][3]
> {
> {0.0750842,-1.98293,4.51802},
> {0.106474,-1.58801,4.71834},
> .......
> #declare Normal_Vectors=array[1140][3]
> {
> {-0.996115,0.0880451,-0.00146716},
> {-0.996944,0.0780921,0.00226744},
> .......
> #declare Uv_Vectors=array[1140][2]
> {
> {0.447334,0.909562},
> {0.447334,0.909562},
> .......
>
> If you already familiar with the mesh2 syntax, you'll see the similarities.
> I've already start to write a script for 3DS-MAX to export animated geometry, so
> that it cam be rendered with motionblur in MegaPov.
>
> I'm still working on it, but I'll think, I can share a working version in the
> next two weeks.
>
> The video shows a "running box", animated with MAX and was exported by my first
> script and rendered with MepaPov
>
> Holger :)
Sounds interesting.
I believe that the animation is very, very fluently.
Post a reply to this message
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"H. Karsten" <h-karsten()web.de> wrote:
> Hi people!
>
> While taking a closer look to the motionblur in megapov, I regonized that a
> vertex-motionblur is possible.
> All examples working only with transforms, such as translate, rotate, scale...
>
> I've started to write a universal PovScript to handle a syntax, which is very
> similar to the mesh2 syntax that generates the motionblur bases on geomagnetic
> information from two frames.
Neat technique. Good run cycle, too. Quite smooth. So is it just a linear
interpolation between successive frames?
- Ricky
Post a reply to this message
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"triple_r" <nomail@nomail> wrote:
> ..So is it just a linear
> interpolation between successive frames?
>
> - Ricky
Yes, the interpolation is just from the current frame to the next. But I'm think
about to build a "natural_spline" for each vertex, five values per spline
(coming from five frames). This would give a _much_ better interpolation and it
would be possible to make timewarps by defining a time_spline for the camera and
another for the scene - something like this. The motionblur keeps very strong,
while everything (or just the scene, or the just camera, slows down)
I'm still working on it. I'm also build a interpolation between matrix-values to
get a motionblur by exporting simple translations.
I'm already build an exporter for matrix translations.
http://news.povray.org/povray.binaries.animations/attachment/%3Cweb.491889e0fd2a694020776f0%40news.povray.org%3E/m2.avi
.dat
The Robot was modeled in Rhino, in Max I'm just animated a lowpoly-version of
it. The rendered geometrie you see in the clip never ever goes throe Max.
PovRay just take the Matrix (exported from Max with the build in
VUE-File-Renderer), take the monster-polygon-version and render this...
But there is still a lot of work to do :)
Holger
Post a reply to this message
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