If you have come here from Pattern
Fade or been there before then you should have no trouble here.
If not then have fun trying to figure out what's going on.
If your using the indirect method then you may pass this on
by and go to Display .
We'll assume the you still have LR.ini set up in POV.
A quick review of Fade_Style values covered so far.
0 -fade in uses average pigment_map
1 -fade out uses average
pigment_map
2 -fade in uses
Fade_Pattern function, Low to High pigment_map
3 -fade in uses Fade_Pattern
function, High to Low pigment_map
4 -fade out uses Fade_Pattern
function, Low to High pigment_map
5 -fade out uses Fade_Pattern
function, High to Low pigment_map
Now we're got the last three Fade_Syle values 6,7,8.
Let's talk about Fade_Syle
8 first. It is the last Fade_Syle .
When you call the engine with 8 it
declares all the defaults and checks the
optional variables to make sure everythings OK.
It loads the image_map of the First animation
scene Frame and stores it in a pigment Pig1.
It loads the image_map of the
Second animation scene Frame or Fade_Color and
stores it in Pig2
There is no Frame output.
This
is very important! LRengine output frame is a pigment Pig3.
All Fade_Style
values except 8 make the pigment Pig3
So we have pigments Pig1, Pig2, Pig3 the're
all global in scope.
You can use them any way you find useful.
Fade_Style 6 was made to use Objects patterns.
If you have tried an object in another style
you'd know that an object pattern would work
better if it could be scaled differently through out the
animation. And there other factors like some
shapes don't disappear when the animation's finished.
I had two chooses for 6, one add a
lot more variables to LRengine just for objects(17was enough)
or redeclare defaults and define
the shape in an INC file before you call the engine. I decided
on the
latter.The Fade_Style
6 stills uses a Fade_Pattern function and a High to Low pigment_map
to
make the Pig3 pigment.
You're not limited to just object pigments
with Fade_Style 6. Use it any time you want
to change
the Fade_Pattern for each frame.
There are a lots of examples in
the Effects directory: Shapes_IO.inc, Box_IO.inc. to name
a few.
These should
be called indirectly, use Test_Shapes.pov
Load'm up and PLAY!
Fade_Style 7 is for expansion.
I made 7 becauce there are things out there I know nothing about.
Where all the other styles are accesed
from the out side, 7 puts code right inside the engine.
It does these by having yet another variable
Custom_Fade, a string of an INC file.
This INC file has to make the Pig3 pigment(Output
Frame).
It has access to LRengines local variables
the most important are:
Cv1 the value of
last Frame to current Frame
Cv2 the
value of First Frame to current Frame
Cv3 Todle
Frames
You can use these to define your
own Fade_Pattern functions & pigment_maps
The most improtant global variables
Pig1, Pig2
Of couse the INC has access to
all the other variables we've seen.
There are a lot of examples in the Custom
directory: Cf_BW.inc, Cf_WB.inc and so on.
These should
be called directly, try using Test_Custom.pov
Of course you can add your own variables
and functions to a custom inc.
See Cf_Pat_Bin.inc and Cf_Pat_Bout.inc
uses the second animation as the Fade_Pattern
You can
test them with Test_Custom2.pov
Have fun with these!
After all this you probably thinking
that's about it.
But NO! The adventure continues with
Display