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Hi:
I've been looking at old posts before asking this question and understand me,
I'm not requiring techniques on how to create effects of portal or wormholes.
Surely someone shows me how to apply image maps to an object.
Pov-ray is an excellent program recreating lighting, shading and perspective,
"mimicking" real life and in rare cases we can circumvent the laws of this
simulated physics (with no_shadow or point_of_light with negative light). I am
not a mathematician and not a programming guy, so there goes my innocent
question:
Is it possible to somehow change the pov-ray code to circumvent the continuity
of space as shown in this video from youtube?
http://www.youtube.com/watch?v=5SqyDR6MmeM
pd. I know, the effect of the video is made with alpha masks and layer rendering
using render nodes in Blender that I have no idea what they mean, anyway thanks
for your comments.
Regards B. Gimeno
Pd: "Do you think that's air you're breathing?"
pd2: The Cake is a lie
pd2: pardon for my autamatically translated english
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Am 30.11.2011 21:37, schrieb B. Gimeno:
> Is it possible to somehow change the pov-ray code to circumvent the continuity
> of space as shown in this video from youtube?
If we're talking about "shortcut" portals between two regions of
otherwise contiguous space, the feasibility has already been
demonstrated in MegaPOV with the "camera_view" pigment.
To fully recreate the effect shown in the video, however, one might need
multiple "worlds" existing independent of each other, except for portal
connections. While that's surely possible as well, the necessary POV-Ray
code changes would be more extensive.
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> Am 30.11.2011 21:37, schrieb B. Gimeno:
>
>> Is it possible to somehow change the pov-ray code to circumvent the
>> continuity
>> of space as shown in this video from youtube?
>
> If we're talking about "shortcut" portals between two regions of
> otherwise contiguous space, the feasibility has already been
> demonstrated in MegaPOV with the "camera_view" pigment.
>
> To fully recreate the effect shown in the video, however, one might need
> multiple "worlds" existing independent of each other, except for portal
> connections. While that's surely possible as well, the necessary POV-Ray
> code changes would be more extensive.
It could be done in some cases using no_image and no_reflection. This
require that your main part don't have reflective objects. You may also
need to use light_group.
In the main part, ALL objects are no_reflection.
You have a single mirror object acting as your "portail".
The "world" seen in the portail have no_image for all of it's objects.
It can also be placed to be totaly out of view from the camera. In this
case, you can forget no_image.
Use light_group to acheive different illuminations for each parts.
It can be possible, but tricky, to have more than one such portails. You
must make sure that you orient each mirrors to show distinct areas and
that the content of any area never cast any shadow on those from any
other areas.
The secondary areas can have mirrored objects, just make sure that you
don't see the wrong parts in those reflections.
Alain
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On 11/30/2011 3:37 PM, B. Gimeno wrote:
> Hi:
> I've been looking at old posts before asking this question and understand me,
> I'm not requiring techniques on how to create effects of portal or wormholes.
> Surely someone shows me how to apply image maps to an object.
I've done this with a couple of my IRTC entries. I shoot three sets of
frames, one of the normal-space view, one of the hyper-space view, and a
third with the mask for compositing, and then I render a pass to put it
all together.
The IRTC July-October 2004 third place entry has three shots where this
is done. You can find it here:
http://www.irtc.org/anims/2004-10-15.html
Regards,
John
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"B. Gimeno" <nomail@nomail> wrote:
> Hi:
> I've been looking at old posts before asking this question and understand me,
> I'm not requiring techniques on how to create effects of portal or wormholes.
> Surely someone shows me how to apply image maps to an object.
>
> Pov-ray is an excellent program recreating lighting, shading and perspective,
> "mimicking" real life and in rare cases we can circumvent the laws of this
> simulated physics (with no_shadow or point_of_light with negative light). I am
> not a mathematician and not a programming guy, so there goes my innocent
> question:
>
> Is it possible to somehow change the pov-ray code to circumvent the continuity
> of space as shown in this video from youtube?
>
> http://www.youtube.com/watch?v=5SqyDR6MmeM
>
> pd. I know, the effect of the video is made with alpha masks and layer rendering
> using render nodes in Blender that I have no idea what they mean, anyway thanks
> for your comments.
>
>
> Regards B. Gimeno
>
> Pd: "Do you think that's air you're breathing?"
>
> pd2: The Cake is a lie
>
> pd2: pardon for my autamatically translated english
The obvious way to me would be to render the animations in the required aspect
ratios, and then do the meta-object animation with the frames of the
sub-animations image-mapped on a frame-by-frame basis. The difficult part of
this operation would be matching frame-rates while preserving separate
time-frames in each portal.
The hard way -- and by hard, I mean insane, and maybe impossible -- would be to
reimplement povray in povray, and render each animation as part of the
meta-reference-frame.
Personally, I'd go with the first method.
Regards,
A.D.B.
p.s. The Cake is a Pie
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