POV-Ray : Newsgroups : povray.general : output in 2d+Z Server Time
5 Nov 2024 11:17:53 EST (-0500)
  output in 2d+Z (Message 1 to 7 of 7)  
From: Oren
Subject: output in 2d+Z
Date: 9 Apr 2007 13:55:01
Message: <web.461a7d83343d85e96b11d5540@news.povray.org>
Hello,

i want to output PovRay images to be displayed on a Philips 3D display,
which requires its input as a combo of plain 2D bitmap and a separate z
bitmap.

Any tips on how to direct PovRay to output on the format i need?

Thanks in advance.

Oren


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From: Alain
Subject: Re: output in 2d+Z
Date: 9 Apr 2007 14:13:44
Message: <461a8258$1@news.povray.org>
Oren nous apporta ses lumieres en ce 09-04-2007 13:53:
> Hello,

> i want to output PovRay images to be displayed on a Philips 3D display,
> which requires its input as a combo of plain 2D bitmap and a separate z
> bitmap.

> Any tips on how to direct PovRay to output on the format i need?

> Thanks in advance.

> Oren


A possible solution:
First: do a normal render of your scene.
Second: Remove ALL textures and pigment from all objects. Bind the whole in a 
large union. Give that union a gradient pigment going from black (for the 
farthest elements) to white. Scale the gradient so that it don't repeat itself.
It's easier to leave the camera along the Z axis and use gradient z.
A trick: create the scene in an union, and rotate that union instead of mooving 
the camera.
Use conditional statements for your textures and pigments with an apropriate 
variable. You can then use a 2 frames animation, frame 1 use individual 
textures, frame 2 use the gradient.
Use #if(frame_number =1)pigment{......}#end for the various objects.
Use #if(frame_number =2)pigment{gradient z scale SceneZExtend}#end before 
closing the union.
Add "+kff2" on the command line.

-- 
Alain
-------------------------------------------------
The tree of liberty must be refreshed from time to time with the blood of
patriots and tyrants.
Thomas Jefferson


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From: Oren
Subject: Re: output in 2d+Z
Date: 9 Apr 2007 14:30:02
Message: <web.461a850519420e4b6b11d5540@news.povray.org>
Thanks for the prompt reply. I will try your suggestions, but I still need
povray anymation features [i am creating a short clip], so i will need to
find other creative ways to make this work. I am also worried about
maintaining the depth field between frames in an animation.

Also, is there an easy way to concatenate the 2d color image and the 2d z
depth map into a single image?

Oren

Alain <ele### [at] netscapenet> wrote:
> Oren nous apporta ses lumieres en ce 09-04-2007 13:53:
> > Hello,
>
> > i want to output PovRay images to be displayed on a Philips 3D display,
> > which requires its input as a combo of plain 2D bitmap and a separate z
> > bitmap.
>
> > Any tips on how to direct PovRay to output on the format i need?
>
> > Thanks in advance.
>
> > Oren
>
>
> A possible solution:
> First: do a normal render of your scene.
> Second: Remove ALL textures and pigment from all objects. Bind the whole in a
> large union. Give that union a gradient pigment going from black (for the
> farthest elements) to white. Scale the gradient so that it don't repeat itself.
> It's easier to leave the camera along the Z axis and use gradient z.
> A trick: create the scene in an union, and rotate that union instead of mooving
> the camera.
> Use conditional statements for your textures and pigments with an apropriate
> variable. You can then use a 2 frames animation, frame 1 use individual
> textures, frame 2 use the gradient.
> Use #if(frame_number =1)pigment{......}#end for the various objects.
> Use #if(frame_number =2)pigment{gradient z scale SceneZExtend}#end before
> closing the union.
> Add "+kff2" on the command line.
>
> --
> Alain
> -------------------------------------------------
> The tree of liberty must be refreshed from time to time with the blood of
> patriots and tyrants.
> Thomas Jefferson


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From: William Tracy
Subject: Re: output in 2d+Z
Date: 9 Apr 2007 14:43:43
Message: <461a895f$1@news.povray.org>
It might be easier to use MegaPov's post-processing depth feature.

http://megapov.inetart.net
http://megapov.inetart.net/demo/pp_depth.png

> Also, is there an easy way to concatenate the 2d color image and the 2d z
> depth map into a single image?

I'm pretty sure you'll need a third-party tool for that.

William


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From: Alain
Subject: Re: output in 2d+Z
Date: 9 Apr 2007 15:42:53
Message: <461a973d$1@news.povray.org>
Oren nous apporta ses lumieres en ce 09-04-2007 14:25:
> Thanks for the prompt reply. I will try your suggestions, but I still need
> povray anymation features [i am creating a short clip], so i will need to
> find other creative ways to make this work. I am also worried about
> maintaining the depth field between frames in an animation.
In that case, you still place everything in a big union. Make 2 copies of your 
source with altered names. One for the colour part, one for the z information.
Make your animation twice, using exactly the same parameters.
OR
Using switching variable:
Do the first part, say colour, MOVE to another folder or RENAME the resulting 
images.
Change the switch and repeat the animation.
The goal is to get 2 sets of images, one set full color, the other for depth 
information.

> Also, is there an easy way to concatenate the 2d color image and the 2d z
> depth map into a single image?
You need some external toot for that.

> Oren

> Alain <ele### [at] netscapenet> wrote:
>> Oren nous apporta ses lumieres en ce 09-04-2007 13:53:
>>> Hello,
>>> i want to output PovRay images to be displayed on a Philips 3D display,
>>> which requires its input as a combo of plain 2D bitmap and a separate z
>>> bitmap.
>>> Any tips on how to direct PovRay to output on the format i need?
>>> Thanks in advance.
>>> Oren

>> A possible solution:
>> First: do a normal render of your scene.
>> Second: Remove ALL textures and pigment from all objects. Bind the whole in a
>> large union. Give that union a gradient pigment going from black (for the
>> farthest elements) to white. Scale the gradient so that it don't repeat itself.
>> It's easier to leave the camera along the Z axis and use gradient z.
>> A trick: create the scene in an union, and rotate that union instead of mooving
>> the camera.
>> Use conditional statements for your textures and pigments with an apropriate
>> variable. You can then use a 2 frames animation, frame 1 use individual
>> textures, frame 2 use the gradient.
>> Use #if(frame_number =1)pigment{......}#end for the various objects.
>> Use #if(frame_number =2)pigment{gradient z scale SceneZExtend}#end before
>> closing the union.
>> Add "+kff2" on the command line.






-- 
Alain
-------------------------------------------------
  My wife only has sex with me for a purpose. Last night she used me To time an egg.
  	Rodney Dangerfield


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From: Chambers
Subject: Re: output in 2d+Z
Date: 22 Apr 2007 13:29:52
Message: <462b9b90@news.povray.org>
Oren wrote:
> Thanks for the prompt reply. I will try your suggestions, but I still need
> povray anymation features [i am creating a short clip], so i will need to
> find other creative ways to make this work. I am also worried about
> maintaining the depth field between frames in an animation.
> 
> Also, is there an easy way to concatenate the 2d color image and the 2d z
> depth map into a single image?

I don't know of any image file which supports what you want.  Since this 
is required for your Phillips display, perhaps Phillips would have more 
information on appropriate files?

-- 
...Ben Chambers
www.pacificwebguy.com


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From: Tim Attwood
Subject: Re: output in 2d+Z
Date: 22 Apr 2007 22:41:10
Message: <462c1cc6@news.povray.org>
I think this is in some version of MPG, of course only
Phillips actually suports a conversion with their software.
There's a driver for openGL and DirectX stuff though.


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