Style

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