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- 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
-
- 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
-