POV-Ray : Newsgroups : povray.animations : Clockless_Animation : Re: Clockless_Animation Server Time
28 Apr 2024 21:07:36 EDT (-0400)
  Re: Clockless_Animation  
From: Kenneth
Date: 29 Jun 2017 14:25:01
Message: <web.59554419992dfbe2883fb31c0@news.povray.org>
I ran some tests in Windows-- with the downloaded demo scene "cube_rtr.pov" and
its "cube.inc" file-- and this is what I've found. (I happen to be running
POV-Ray v3.7.1 beta 8)

1) I turned on animation in my 'quickres.ini' file, by specifying
'Final_Frame=100'-- assuming that it was required. By the way, the demo scene
does not have the 'frame_number' keyword anywhere (or 'clock' either, for that
matter.)

3) clockless animation (+kla) does not work *by itself*-- the animation images
are rendered, but the camera doesn't move at all, and each frame takes the same
amount of time to parse. Assuming that the scene needed 'frame_number'
somewhere, I added it to the camera definition here...

#declare ck = ck + 0.01*frame_number;

..... but that didn't help. Then, guessing that the camera(s) needed to be
#declared first, I did that too. Still no success.

3) However, using *both* clockless animation and real-time raytracing...
                     +kla +rtr
and running the scene *as-is* (no frame_number addition or #declared cameras),
the scene does indeed work as planned. The full parsing is done only for frame
1; the following frames render in real time.  But there's no image output now...
which I kind of expected, since these experimental features are really only for
demonstration purposes. But unexpectedly, the animation proceeded *past* frame
100; in fact, it's never-ending, unless you stop the render.

4) From the results of 3), turning on POV-Ray's animation feature ('Final_Frame
= ...) is NOT necessary; apparently it's turned on by default when using the
combination of  +kla +rtr  and runs forever.

In order to really see the time-savings of these rendering features, I wanted
the scene to take much more time to initially parse. (The scene as-is parses too
fast on a modern computer.) The simplest way I could think of was to add  a box
object to the scene, with a HIGH-rez image_map on it. That did the trick ;-)

I would agree with previous posts here that the documentation needs more
information and clarity about these features: their co-dependent operation; the
fact that POV-Ray's 'animation' feature does not need to be turned on; etc.


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