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Hello,
Thank you very much for your support provided to my questions.
At this stage I tried to understand how the clock variable is changing.
Attached is the code I was playing with, and the image is the same posted on
3May2009 subject: 'unit meaning' on Forum: POV-Ray Binary Files > images
I always try to move the camera, make a fly through the landscape.
Then I created another .pov file with the own .ini file and only make the next
modification on camera.
camera {
location <0.005+clock, 0.010, 0.38+clock>
look_at <0.62, 0.001, 0.79>
angle 9
}
..ini
Antialias=Off
Antialias_Threshold=0.2
Antialias_Depth=3
Input_File_Name=4dingle.pov
Initial_Frame=1
Final_Frame=48
Initial_Clock=0
Final_Clock=1
Width=1024
Height=768
Cyclic_Animation=on
Pause_when_Done=off
Commands on command prompt:
povray +Iland.pov +Oland.png +D +P +W1000 +H800 +A
povray land.ini
I created another different .pov file with the change on camera and the own .ini
file similar to previous one.
camera {
location <0.005*clock, 0.010, 0.38*clock>
look_at <0.62, 0.001, 0.79>
angle 9
}
The initial frame when I render the different files is not on the same location,
it is a little different, and I cannot figure out why this difference.
Which values is getting the variable clock?
The look_at does not have clock I understand that it is going to be always the
same value,
Does the camera should go towards the look_at location? because It looks like
Thank you,
Maria
Post a reply to this message
Attachments:
Download 'land.pov.txt' (1 KB)
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"maria" <mar### [at] gmailcom> wrote:
> camera {
> location <0.005+clock, 0.010, 0.38+clock>
> look_at <0.62, 0.001, 0.79>
> angle 9
> }
>
> Initial_Clock=0
> Final_Clock=1
> Cyclic_Animation=on
> camera {
> location <0.005*clock, 0.010, 0.38*clock>
> look_at <0.62, 0.001, 0.79>
> angle 9
> }
>
> The initial frame when I render the different files is not on the same location,
> it is a little different, and I cannot figure out why this difference.
You have cyclic animation on, which will shift the clock slightly for each frame
except for the first one which should still match your Initial_Clock of zero.
Since you're asking about the first frame being different, I'd say look at your
expressions. 0.005+0 is 0.005. 0.005*0 is 0. 0.38+0 is 0.38. 0.38*0 is 0.
If you want the second camera to look like the first, you probably will want to
change your expressions to the form: FloatA + FloatB*clock where FloatA is the
starting place (e.g. 0.005 for the x value) and FloatB*Final_Clock is how far
you want it to travel along (e.g.) the x axis.
So in the case of your cameras above, yes, making the second camera behave like
the first one would indeed make it look rather like the first: :)
camera {
location <0.005+1*clock, 0.010, 0.38+1*clock>
look_at <0.62, 0.001, 0.79>
angle 9
}
> Does the camera should go towards the look_at location?
The camera should not move towards the look_at point unless that's the direction
your location statement moves it.
>because It looks like
This is correct.
Charles
Post a reply to this message
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"Charles C" <nomail@nomail> wrote:
> "maria" <mar### [at] gmailcom> wrote:
> > camera {
> > location <0.005+clock, 0.010, 0.38+clock>
> > look_at <0.62, 0.001, 0.79>
> > angle 9
> > }
> >
>
> > Initial_Clock=0
> > Final_Clock=1
>
> > Cyclic_Animation=on
>
> > camera {
> > location <0.005*clock, 0.010, 0.38*clock>
> > look_at <0.62, 0.001, 0.79>
> > angle 9
> > }
> >
>
> > The initial frame when I render the different files is not on the same location,
> > it is a little different, and I cannot figure out why this difference.
>
>
>
> You have cyclic animation on, which will shift the clock slightly for each frame
> except for the first one which should still match your Initial_Clock of zero.
> Since you're asking about the first frame being different, I'd say look at your
> expressions. 0.005+0 is 0.005. 0.005*0 is 0. 0.38+0 is 0.38. 0.38*0 is 0.
>
> If you want the second camera to look like the first, you probably will want to
> change your expressions to the form: FloatA + FloatB*clock where FloatA is the
> starting place (e.g. 0.005 for the x value) and FloatB*Final_Clock is how far
> you want it to travel along (e.g.) the x axis.
>
> So in the case of your cameras above, yes, making the second camera behave like
> the first one would indeed make it look rather like the first: :)
>
> camera {
> location <0.005+1*clock, 0.010, 0.38+1*clock>
> look_at <0.62, 0.001, 0.79>
> angle 9
> }
>
>
>
> > Does the camera should go towards the look_at location?
>
> The camera should not move towards the look_at point unless that's the direction
> your location statement moves it.
>
> >because It looks like
>
> This is correct.
>
> Charles
Thank you Charles for your explanation. Now I realize of the Clock variable.
I still analyzing the relation between the Clock and the Initial_Clock /
Final_Clock
I read that if we do not declare the Clock, the default value is zero.
On the same file I modify the camera:
camera {
location <0.65, 0.007, clock>
look_at <0.65, 0.001, 1>
angle 26
}
and the .ini file :
Antialias=Off
Antialias_Threshold=0.2
Antialias_Depth=3
Input_File_Name=4dingle.pov
Initial_Frame=1
Final_Frame=10
Initial_Clock=0
Final_Clock=1
Width=1024
Height=768
Pause_when_Done=off
And as per documentation a way to calculate Clock could be:
Initial_Frame/ Final_Frame - > 1/10=0.1
new clock=last clock + 1/Final_Frame
frame 1) new clock= 0 + 1 /10 =0.1
clock is 0
frame 2) new clock= 0.1 + 0.1 =0.2
clock is 0.1
frame 3) new clock= 0.2 + 0.1 =0.3
clock is 0.2
frame 4) new clock= 0.3 + 0.1 =0.4
clock is 0.3
and so on
until done the 10 frames as per Final_Frame=10
but not find out the exactly explanation of how the Final_Clock works here. It
is part of internal animation.
Then play with the option:
camera {
location <0.65, 0.007, clock>
look_at <0.65, 0.001, 1>
angle 26
}
and on .ini file make the next modification:
Clock=1
Initial_Frame=1
Final_Frame=48
Initial_Clock=0
Final_Clock=2
And got the same frames as doing similar .ini file changing to the Clock by
default zero. Maybe because on previous one the Clock=1 is not taken into
account.
Initial_Frame=1
Final_Frame=48
Initial_Clock=0
Final_Clock=2
The time is bigger (Final_Clock=2) then the interval of time is going to be
bigger and it affects to the external Clock. But in most of the notes says to
leave it by default 0.0 to 1.0.
Or the Clock on external animation is the one visible the one we modify, but it
is getting the values of internal animation on Initial_Clock / Final_Clock?.
Thank you,
Maria
Post a reply to this message
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"Charles C" <nomail@nomail> wrote:
> "maria" <mar### [at] gmailcom> wrote:
> > camera {
> > location <0.005+clock, 0.010, 0.38+clock>
> > look_at <0.62, 0.001, 0.79>
> > angle 9
> > }
> >
>
> > Initial_Clock=0
> > Final_Clock=1
>
> > Cyclic_Animation=on
>
> > camera {
> > location <0.005*clock, 0.010, 0.38*clock>
> > look_at <0.62, 0.001, 0.79>
> > angle 9
> > }
> >
>
> > The initial frame when I render the different files is not on the same location,
> > it is a little different, and I cannot figure out why this difference.
>
>
>
> You have cyclic animation on, which will shift the clock slightly for each frame
> except for the first one which should still match your Initial_Clock of zero.
> Since you're asking about the first frame being different, I'd say look at your
> expressions. 0.005+0 is 0.005. 0.005*0 is 0. 0.38+0 is 0.38. 0.38*0 is 0.
>
> If you want the second camera to look like the first, you probably will want to
> change your expressions to the form: FloatA + FloatB*clock where FloatA is the
> starting place (e.g. 0.005 for the x value) and FloatB*Final_Clock is how far
> you want it to travel along (e.g.) the x axis.
>
> So in the case of your cameras above, yes, making the second camera behave like
> the first one would indeed make it look rather like the first: :)
>
> camera {
> location <0.005+1*clock, 0.010, 0.38+1*clock>
> look_at <0.62, 0.001, 0.79>
> angle 9
> }
>
>
>
> > Does the camera should go towards the look_at location?
>
> The camera should not move towards the look_at point unless that's the direction
> your location statement moves it.
>
> >because It looks like
>
> This is correct.
>
> Charles
Thank you Charles for your explanation. Now I realize of the Clock variable.
I still analizing the relation between the Clock and the Initial_Clock /
Final_Clock
I read that if we do not declare the Clock, the default value is zero.
On the same file I modify the camera:
camera {
location <0.65, 0.007, clock>
look_at <0.65, 0.001, 1>
angle 26
}
and the .ini file :
Antialias=Off
Antialias_Threshold=0.2
Antialias_Depth=3
Input_File_Name=4dingle.pov
Initial_Frame=1
Final_Frame=10
Initial_Clock=0
Final_Clock=1
Width=1024
Height=768
Pause_when_Done=off
And as per documentation a way to calculate Clock could be:
Initial_Frame/ Final_Frame - > 1/10=0.1
new clock=last clock + 1/Final_Frame
frame 1) new clock= 0 + 1 /10 =0.1
clock is 0
frame 2) new clock= 0.1 + 0.1 =0.2
clock is 0.1
frame 3) new clock= 0.2 + 0.1 =0.3
clock is 0.2
frame 4) new clock= 0.3 + 0.1 =0.4
clock is 0.3
and so on
until done the 10 frames as per Final_Frame=10
but not find out the exactly explanation of how the Final_Clock works here. It
is part of internal animation.
Then play with the option:
camera {
location <0.65, 0.007, clock>
look_at <0.65, 0.001, 1>
angle 26
}
and on .ini file make the next modification:
Clock=1
Initial_Frame=1
Final_Frame=48
Initial_Clock=0
Final_Clock=2
And got the same frames as doing similar .ini file changing to the Clock by
default zero. Maybe because on previous one the Clock=1 is not taken into
account.
Clock=0
Initial_Frame=1
Final_Frame=48
Initial_Clock=0
Final_Clock=2
The time is bigger (Final_Clock=2) then the interval of time is going to be
bigger and it affects to the external Clock. But in most of the notes says to
leave it by default 0.0 to 1.0.
Or the Clock on external animation is the one visible the one we modify, but it
is getting the values of internal animation on Initial_Clock / Final_Clock?.
Thank you, Maria.
Post a reply to this message
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