POV-Ray : Newsgroups : povray.binaries.animations : Music Video Project : Re: Music Video Project Server Time
25 Apr 2024 11:37:14 EDT (-0400)
  Re: Music Video Project  
From: Bald Eagle
Date: 12 Apr 2021 19:25:00
Message: <web.6074d6b8432b07e11f9dae3025979125@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:

> I'm currently reworking an old and complex animation scene, which has various
> #include files, where I used clock etc. exclusively throughout the scene. It
> worked beautifully at the time-- but I'm thinking now of extending the length of
> the entire animation with some new action at the end, maybe by 25%, but
> without messing up all of the clock-specified events and timings that are
> already there.

Those ought to stay exactly the same.
If you're just increasing the number of frames, then everything should stay the
same as well.

If you are _appending_ more things to the animation, then maybe just declare a
Clock2 variable that is
#declare Clock2 = max (1, 2-clock);
Then when the 0-1 clock "runs out", you get a second 0-1 clock variable to use.
You can also just search-replace all of your "clock" instances with "Clock"
#declare Clock = min (1, clock);
so that it stops at 1.


> However, I haven't yet worked out how to 'start and end events slowly like an
> S-curve' as was mentioned previously, when using frame_number instead of clock.
> I'll have to explore that!

"Smoothstep" in glsl, shadertoy, etc.
https://en.wikipedia.org/wiki/Smoothstep
https://www.youtube.com/watch?v=60VoL-F-jIQ
https://iquilezles.org/www/articles/ismoothstep/ismoothstep.htm
https://thebookofshaders.com/glossary/?search=smoothstep


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