Thread View: comp.graphics.animation
4 messages
4 total messages
Started by Scott Mark
Sat, 09 Jan 1993 18:31
Trouble with POV animation/texturing
Author: Scott Mark
Date: Sat, 09 Jan 1993 18:31
Date: Sat, 09 Jan 1993 18:31
21 lines
1125 bytes
1125 bytes
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! It's really crazy, and it's making life difficult -- I've been trying to do some nice boards in a closeup, and then I plan to use them as part of a scene. I'm doing the closeup so I can clearly see how the board looks, and get a good idea of what rotations to do on the wood texture. But for some reason when I move the camera a few inches, the patterns in the wood change. I'm rendering on an IBM computer. Any clues would be appreciated. I'm still trying to get POV-Ray 1.0 to compile under MSC 7.0, so I can add support for the ATI Ultra Pro. But it looks like MSC isn't supported, even though there is a makefile for it. Scott Mark sjm@miles.com
Re: Trouble with POV animation/texturing
Author: 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
Re: Trouble with POV animation/texturing
Author: Scott Mark
Date: Tue, 12 Jan 1993 14:57
Date: Tue, 12 Jan 1993 14:57
85 lines
2806 bytes
2806 bytes
In article <1ispmoINNbh7@matt.ksu.ksu.edu> dudley@matt.ksu.ksu.edu (D U D L E Y) writes:
>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:
From the original posting: (No offense intended, but read what I _wrote_!)
>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!
------
I am not moving objects, before or after applying textures. For completeness
I am including the scene file below. It is short. It doesn't take long
to render with antialiasing turned off.
When I render the following scene, I get some nice variation to the rings
running diagonally from top-front-left of the box to bottom-front-right.
If I move the camera to <1 7 -10> to get a closer look, the variation
disappears! Just nice smooth concentric rings.
I was under the impression that the textures were deterministic, unless
there was the optional floating point value right after the keyword.
-------------------------- cut here ---------------------------
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
camera {
/*
location <1 7 -10>
*/
location <1 15 -10>
direction <0 0 1.5>
up <0 1 0>
right <1.33 0 0>
look_at < 0 4 -4>
}
object {
light_source {
<1 15 -10>
color White
}
}
object {
/*
intersection {
box { <-4 4 0> <4 10 5> translate <0 0 -4> }
plane { <0 0 1> 0 rotate <0 45 0> }
plane { <0 0 1> 0 rotate <0 -45 0> }
} bounded_by {
box { <-4 4 0> <4 10 5> translate <0 0 -4> }
*/
box { < -4 -4 -4> < 4 4 4>
} texture {
DMFWood4
} color White
}
/* one board's texture, fairly nice
DMFWood4
rotate < 94 0 0>
translate <0 0 -4>
rotate < 0 5 0>
scale <4 1 1>
*/
-------------------------- cut here ---------------------------
Scott Mark
sjm@miles.com
Re: Trouble with POV animation/texturing
Author: D U D L E Y
Date: Tue, 12 Jan 1993 19:28
Date: Tue, 12 Jan 1993 19:28
39 lines
2257 bytes
2257 bytes
sjm@miles.com (Scott Mark) writes:
>From the original posting: (No offense intended, but read what I _wrote_!)
>>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!
> ------
>I am not moving objects, before or after applying textures. For completeness
>I am including the scene file below. It is short. It doesn't take long
>to render with antialiasing turned off.
>When I render the following scene, I get some nice variation to the rings
>running diagonally from top-front-left of the box to bottom-front-right.
>If I move the camera to <1 7 -10> to get a closer look, the variation
>disappears! Just nice smooth concentric rings.
[ data file deleted ]
Not trying to make you feel like a bonehead or anything :) but .... there
is nothing wrong with your texture. You have the same texture in both
viewpoints. The reason they look different is due to the Moire effect. The
pixel resolution of your monitor is unable to accurately respresent the
pixel rez of the data file.
I traced both views with the following options:
+w320 +h200 -v +d +ft +b300 +a0.1 +q9
and converted both images to rle format. They are available for ftp from
matt.ksu.ksu.edu (in incoming) for a short time. You will need to have
getx11 installed to view them. I recommend using the zoom feature (mouse
buttons) of getx11.
With the zoom functions it is plainly obvious that both of the wood grains
consist of nearly straight lines.
--
John "Dudley" Hunkins
dudley@matt.ksu.ksu.edu
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads