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Gilles Tran wrote:
>
> 3BE### [at] contal sk...
>
> > Can you help me, please. How to do motion_blur in PovRay 3.5 fot these
> > propellers. With "transmit all" I was not very succesfull
>
> One way would be to make multiple, rotated copies of the propeller with a
> transparent texture and a high enough max_trace_level.
> #declare i=0;
> #declare nc = 20; // number of copies
> #declare maxr=15; // max angle of rotation
> #while (i<nc)
> // propeller centered in <0,0,..> and oriented along z
> object{Propeller rotate z*i*maxr/nc}
> #declare i=i+1;
> #end
>
> G.
> --
>
I tried it. I'm not sure how high was my max_trace_level but space
between single copies was very dark. Maybe problem was I used for them
union and/or merge. I will try it and on Monday send to you result to
compare with MegaPov's picture. Thank you very much
Jozef Gatial
Post a reply to this message
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"Jozef Gatial" <gat### [at] contal sk> wrote in message
news:3BE2B750.A1E4AE80@contal.sk...
> Gilles Tran wrote:
> >
> > 3BE### [at] contal sk...
> >
> > > Can you help me, please. How to do motion_blur in PovRay 3.5 fot these
> > > propellers. With "transmit all" I was not very succesfull
> >
> > One way would be to make multiple, rotated copies of the propeller with a
> > transparent texture and a high enough max_trace_level.
> > #declare i=0;
> > #declare nc = 20; // number of copies
> > #declare maxr=15; // max angle of rotation
> > #while (i<nc)
> > // propeller centered in <0,0,..> and oriented along z
> > object{Propeller rotate z*i*maxr/nc}
> > #declare i=i+1;
> > #end
> >
> > G.
> > --
> >
>
> I tried it. I'm not sure how high was my max_trace_level but space
> between single copies was very dark. Maybe problem was I used for them
> union and/or merge. I will try it and on Monday send to you result to
> compare with MegaPov's picture. Thank you very much
> Jozef Gatial
I would use something like a media filled sphere-sweep with a stretched out
sphere the same size as a prop.
- Nekar
---
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thats a great model. did you create it.. if so in what?
-darrell
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Warp wrote:
>
> Gilles Tran <tra### [at] inapg inra fr> wrote:
> : One way would be to make multiple, rotated copies of the propeller with a
> : transparent texture and a high enough max_trace_level.
>
> The problem with that is that then you'll see inside the propeller.
Could you use a completely clear interior_texture, perhaps?
Just a thought ...
Mike Andrews.
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> I tried it. I'm not sure how high was my max_trace_level but space
> between single copies was very dark. Maybe problem was I used for them
> union and/or merge. I will try it and on Monday send to you result to
> compare with MegaPov's picture. Thank you very much
Here a small example (image below) :
#global_settings{max_trace_level 41}
background{rgb 1}
light_source {-z*10000 1 rotate x*25 rotate y*30}
#declare Propeller=sphere{0,0.5 translate y*0.5
texture{
pigment{
gradient y
poly_wave 0.5
color_map{
[0 rgbf <1,1,1,0.94>][0.95 rgbf <1,1,1,1>][1 rgbf <1,1,0.9,1>]
}
}
finish{ambient 0 diffuse 0}
}
scale <0.5,5,0.1>
rotate -y*15
}
#declare i=0;
#declare nc = 20; // number of copies
#declare maxr=30; // max angle of rotation
union{
#while (i<nc)
object{Propeller rotate z*maxr*((i/nc))}
object{Propeller rotate z*i*maxr/nc rotate z*120}
object{Propeller rotate z*i*maxr/nc rotate z*240}
#declare i=i+1;
#end
difference{
sphere{0,1}
plane{z,0 inverse}
texture{
pigment{spiral1 1 color_map{[0.3 rgb 1][0.3 rgb 0]} scale <1,1,0.8>}
finish{ambient 0 diffuse 1}
}
scale <0.8,0.8,1.5>
translate z*0.3
}
rotate y*45
translate z*10
}
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Attachments:
Download 'propeller.jpg' (4 KB)
Preview of image 'propeller.jpg'
![propeller.jpg](/povray.binaries.images/attachment/%3C3be30258%241%40news.povray.org%3E/propeller.jpg?preview=1)
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Shouldn't that union be a merge? In a *real* motion blur, you wouldn't see
much of the object surfaces anyway..
--
//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--
"Gilles Tran" <tra### [at] inapg inra fr> wrote in message
news:3be30258$1@news.povray.org...
>
> > I tried it. I'm not sure how high was my max_trace_level but space
> > between single copies was very dark. Maybe problem was I used for them
> > union and/or merge. I will try it and on Monday send to you result to
> > compare with MegaPov's picture. Thank you very much
>
> Here a small example (image below) :
>
> #global_settings{max_trace_level 41}
> background{rgb 1}
> light_source {-z*10000 1 rotate x*25 rotate y*30}
> #declare Propeller=sphere{0,0.5 translate y*0.5
> texture{
> pigment{
> gradient y
> poly_wave 0.5
> color_map{
> [0 rgbf <1,1,1,0.94>][0.95 rgbf <1,1,1,1>][1 rgbf <1,1,0.9,1>]
> }
> }
> finish{ambient 0 diffuse 0}
> }
> scale <0.5,5,0.1>
> rotate -y*15
> }
> #declare i=0;
> #declare nc = 20; // number of copies
> #declare maxr=30; // max angle of rotation
> union{
> #while (i<nc)
> object{Propeller rotate z*maxr*((i/nc))}
> object{Propeller rotate z*i*maxr/nc rotate z*120}
> object{Propeller rotate z*i*maxr/nc rotate z*240}
> #declare i=i+1;
> #end
> difference{
> sphere{0,1}
> plane{z,0 inverse}
> texture{
> pigment{spiral1 1 color_map{[0.3 rgb 1][0.3 rgb 0]} scale <1,1,0.8>}
> finish{ambient 0 diffuse 1}
> }
> scale <0.8,0.8,1.5>
> translate z*0.3
> }
> rotate y*45
> translate z*10
> }
>
> G.
> --
>
> **********************
> http://www.oyonale.com
> **********************
> - Graphic experiments
> - POV-Ray and Poser computer images
> - Posters
>
>
>
>
>
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Jozef Gatial scribis news:3BE### [at] contal sk:
> Can you help me, please. How to do motion_blur in PovRay 3.5 fot these
> propellers. With "transmit all" I was not very succesfull
> Thanks
> Jozef Gatial
> --------------C283478265B164EFBEC96AF6
>
> Attachment saved: C:\MY DOWNLOADS\XNEWS\attachments\XF5U-PovRay35.jpg
> --------------C283478265B164EFBEC96AF6--
Hay, a flying pancake. Once tried to make a wood model ot this thing.
Never finished it. But what you have here is very impressive. When you have
the motioin blur worked out is will be excelant.
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Looks good to me.
- Nekar
---
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Gilles Tran wrote:
>
>
> > I tried it. I'm not sure how high was my max_trace_level but space
> > between single copies was very dark. Maybe problem was I used for them
> > union and/or merge. I will try it and on Monday send to you result to
> > compare with MegaPov's picture. Thank you very much
>
> Here a small example (image below) :
>
> #global_settings{max_trace_level 41}
> background{rgb 1}
> light_source {-z*10000 1 rotate x*25 rotate y*30}
> #declare Propeller=sphere{0,0.5 translate y*0.5
> texture{
> pigment{
> gradient y
> poly_wave 0.5
> color_map{
> [0 rgbf <1,1,1,0.94>][0.95 rgbf <1,1,1,1>][1 rgbf <1,1,0.9,1>]
> }
> }
> finish{ambient 0 diffuse 0}
> }
> scale <0.5,5,0.1>
> rotate -y*15
> }
> #declare i=0;
> #declare nc = 20; // number of copies
> #declare maxr=30; // max angle of rotation
> union{
> #while (i<nc)
> object{Propeller rotate z*maxr*((i/nc))}
> object{Propeller rotate z*i*maxr/nc rotate z*120}
> object{Propeller rotate z*i*maxr/nc rotate z*240}
> #declare i=i+1;
> #end
> difference{
> sphere{0,1}
> plane{z,0 inverse}
> texture{
> pigment{spiral1 1 color_map{[0.3 rgb 1][0.3 rgb 0]} scale <1,1,0.8>}
> finish{ambient 0 diffuse 1}
> }
> scale <0.8,0.8,1.5>
> translate z*0.3
> }
> rotate y*45
> translate z*10
> }
>
> G.
> --
>
> **********************
> http://www.oyonale.com
> **********************
> - Graphic experiments
> - POV-Ray and Poser computer images
> - Posters
>
> [Image]
Hi all!
I tried to do it but I was not so succesfull. Please, see images with
notes bellow. But as I can see on Gilles Tran's picture it is with some
problems solveable. I have next fatal problem. By bump_mapping on mesh
(cylindrical and UV-mapping, too) is bump_mapped part of surface
"switched" from plus to minus. Where is problem? By bump_mapping on
cyllinder this problem is not visible
Regards
Jozef Gatial
P.S. Vought XF5U was modeled in program Rhinoceros and exported as .obj
files. Two or three parts are UV-mapped, for next parts with planar or
cyllindrical mapping I use my own program. These two problems are last
what I have to start real big jobs. For next pictures please visit my
page www.angelfire.com/sk/gatial
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Attachments:
Download 'megapovs_motionblur.jpg' (51 KB)
Download 'povrays_motionblur.jpg' (49 KB)
Download 'bumpmap-problem.jpg' (24 KB)
Preview of image 'megapovs_motionblur.jpg'
![megapovs_motionblur.jpg](/povray.binaries.images/attachment/%3C3BE6482C.5F9D3B80%40contal.sk%3E/megapovs_motionblur.jpg?preview=1)
Preview of image 'povrays_motionblur.jpg'
![povrays_motionblur.jpg](/povray.binaries.images/attachment/%3C3BE6482C.5F9D3B80%40contal.sk%3E/povrays_motionblur.jpg?preview=1)
Preview of image 'bumpmap-problem.jpg'
![bumpmap-problem.jpg](/povray.binaries.images/attachment/%3C3BE6482C.5F9D3B80%40contal.sk%3E/bumpmap-problem.jpg?preview=1)
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> I tried to do it but I was not so succesfull. Please, see images with
> notes bellow.
About the first problem, it's clearly a max_trace_level problem. This could
explain the darkening on the propeller center too. In my little propeller
code, I chose the value as 2*number of copies + 1. It's going to be slower,
though. If you have some reflection on the propeller blade, turn it off.
The bump mapping problem looks like a bug but it needs further experimenting
to be sure.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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