POV-Ray : Newsgroups : povray.animations : breaking glass : Re: breaking glass Server Time
6 Oct 2024 11:56:26 EDT (-0400)
  Re: breaking glass  
From: Josef Schmid
Date: 25 Feb 2002 13:56:01
Message: <3c7a88c1@news.povray.org>
Hi Dearmad!

Thanks for your long explanation! This sounds like it could work


things. So if anyone has another good idea ...   ;-)

Bye JSJ

P.S. good luck for your finals


Dearmad <dea### [at] applesnakenet> schrieb in im Newsbeitrag:
3C7978B9.A34A9BE1@applesnake.net...
> Only one that pops into my head is a two-part solution.
>
> Build a solid appearing glass with the initial bullet hole and
> travelling fracture lines in actual pieces CSG'd together, BUT,
> be prepared to do the following:
>
> nothing more complex then a sequence of mapped on textures using
> however many frames you need of 2d art that illustrate the
> texture proceeding to crack.  I would do this by using an index
> mapped texture map- not sure the exact term, but one where you
> index actual texture numbers to you have maximum control over a
> set of procedural textures you will define as your need
> requires.  Creating these frames can be approached itself in any
> number of ways.  I'll go no further on this.
>
> I will say this again, because it needs to be stated twice:
> Build the glass in pre-broken pieces that match you fracture
> lines.  Do this before building the fracture-line version
> indexed-texture map series, because then you have a potential 2d
> map to work from. (Big HINT there.)
>
> When you animate, and when it comes to the time after the
> fractures are done growing, blow the pieces apart as you will.
>
> This whole process may require serious further innovation and
> changes as you proceed.
>
> No, I'll answer no more on this subject, nor elucidate.  I have
> finals approaching.  And besides, there are other bigger, smarter
> people around here who can help too.
>
> -peter
> --
> Current obsession: "Ballet pour ma fille."
> http://www.applesnake.net


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