|
![](/i/fill.gif) |
In my rush to post that 3.7-renderable file I neglected to notice the viewpoint
changes abruptly during animation. Apparently made to be like camera changes or
a look right and left, so not just ahead in flight path. Very confusing in a
very short animation.
Not only that, but the clocked splines are cubic and don't seem to have correct
beginning or ends. Of course I can only guess what was originally done without a
long time going over it again.
Suffice to say, replacing with the following seems better than it was, if you
would like to try this:
#declare CamSpos=
spline {
cubic_spline
-0.1,<.05,.1,-9.5>*CamDist // added
0,<.1,.167,-9>*CamDist
.1,<.15,.29,-8.75>*CamDist
.175,<.225,.33,-8.5>*CamDist
.225,<.5,.425,-8.125>*CamDist
.5,<0,.4125,-7>*CamDist
.775,<-.5,.425,-6>*CamDist
.875,<-.2,.3,-5.5>*CamDist
.925,<-.125,.125,-5.25>*CamDist
1,<-.05,.02,-5>*CamDist
//1.1,<-.025,0,-4.5>*CamDist // added, not used
}
#declare CamSpnt=
spline {
cubic_spline
-0.1,<0,.1,-9> // added
0,<.1,.2,-8.5>
.1,<.15,.35,-8>
.225,<.475,.275,-7.5>
.33,<.225,.225,-7>
.5,<0,.25,-6.75>
.775,<-.475,.275,-5.5>
.9,<-.133,.2,-5>
.95,<-.1,.125,-4.75>
1,<-.05,.02,-4.5>
// 1.1,<-.025,0,-4> // added, not used
}
And I haven't tried anything with the flying car portion. I think Part=2 was
supposed to be for that. Not sure.
Bob
Post a reply to this message
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
Regarding current changes to this SDL, most recent file attached here.
Following is from the posting at binaries.animations:
New and improved, and maybe that's saying too much. LOL
Too large a file for here, almost 7 MB.
https://youtu.be/aLwYm9aBQ80
Still a wild ride because of a crumbling natural bridge fly-thru, and my sloppy
attempt at slowing the flight at that point in the animation. I messed up the
cubic spline path there, it was supposed to move slowly past the natural bridge.
Timed it wrong.
No worries, you can retry it yourself. Posting the updated scene file at
binaries.scene-files once again. Better clouds in motion and casting shadows.
Although parameters are minimal quality, for isosurface too, for faster frame
rendering.
At least I got rid of the annoying camera discontinuities caused by adding
different vectors together from one clock range to the next, see previous SDL.
This particular animation, 320X240 and 600 frames with default antialiasing,
took about 10 hours on a i5 processor @ 3.4GHz.
Bob
Post a reply to this message
Attachments:
Download 'rmf-mountains_lakes_2017.pov.txt' (29 KB)
|
![](/i/fill.gif) |