Article View: comp.graphics.animation
Article #809Re: Trouble with POV animation/texturing
From: D U D L E Y
Date: Mon, 11 Jan 1993 21:43
Date: Mon, 11 Jan 1993 21:43
104 lines
4545 bytes
4545 bytes
sjm@miles.com (Scott Mark) writes:
>I have been thinking about doing animations with POV, but it seems that
>the texture I'm using (DMFWood4) shifts when I move my camera!
From the documentation:
# When animating objects with solid textures, the textures
# must move with the object, i.e. apply the same rotate or
# translate functions to the texture as to the object itself.
# This is now done automatically if the transformations are
# placed _after_ the texture block. Example:
#
# object {
# shape { ... }
# texture { ... }
# scale < 1 2 3 >
# }
#
# Will scale the shape and texture by the same amount.
#
# object {
# shape { ... }
# scale < 1 2 3 >
# texture { ... }
# }
#
# Will scale the shape, but not the texture.
Other things to keep in mind when creating several images for an
animation: (again, from the documentation)
# Textures and Animation
# If you are doing animation, you should specify all object
# transformations after the texture transformations so the
# texture "follows" or "sticks to" the object through 3-D
# space. For example,
#
# object {
# shape {} // Shape description
# texture {} // Texture description
# scale // transform after shape & texture
# rotate // transform after shape & texture
# translate // transform after shape & texture
# }
#
# As in:
#
# object{
# box {<-1 -1 -1> <1 1 1>} // Box shape centered on zero
# texture {
# agate
# phong 1
# scale <1.3 2 1.3> // scale texture to the
# // untransformed shape
# rotate <30 0 0> // rotate texture to the
# // untransformed shape
# }
# scale <3 3 3> // scale *both* sphere & texture
# rotate <0 40 0> // rotate *both* sphere & texture
# translate <1 5 5> // Move box & texture to final
# // position
# }
#
# If the transformations are done after the shape and before
# the texture, the texture will not "stick to" the shape. In
# an animation, this will look like the texture is constantly
# moving on the moving shape. What is actually happening is
# that the shape is moving and the texture is not, so the
# texture on the shape changes whenever the shape is scaled,
# rotated, or translated. This can be an interesting effect,
# but is not desirable for most animations.
and
# Random Dither
# The floating-point value given immediately following the
# texture keyword is an optional "texture randomness" value,
# which causes a minor random scattering of calculated color
# values and produces a sort of "dithered" appearance. This is
# used by artists to minimize banding and to provide a more
# chaotic, uneven look to a texture. Values are generally kept
# quite small, like .05. This feature is different from
# turbulence in that textures using it will look slightly
# different each time they are rendered.
#
# NOTE: This should not be used when rendering animations.
# This is the only truly random feature in POV-Ray, and will
# produce an annoying flicker of flying pixels on any textures
# animated with a "randomness" value used.
and
# WARNING: Image files created on with different executables
# on the same or different computers may not look exactly the
# same due to different random number generators used in some
# textures. If you need to merge image files from different
# computers contact the authors for more info.
Hope that helps.
--
John "Dudley" Hunkins
dudley@matt.ksu.ksu.edu
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Path: arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!zaphod.mps.ohio-state.edu!moe.ksu.ksu.edu!matt.ksu.ksu.edu!news From: dudley@matt.ksu.ksu.edu (D U D L E Y) Newsgroups: comp.graphics.animation Subject: Re: Trouble with POV animation/texturing Date: 11 Jan 1993 15:43:52 -0600 Organization: Kansas State University Lines: 104 Message-ID: <1ispmoINNbh7@matt.ksu.ksu.edu> References: <1993Jan9.183129.13662@miles.com> NNTP-Posting-Host: matt.ksu.ksu.edu