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In article <3ed3598f@news.povray.org>, tor### [at] torfbold com says...
> Hey all
> > For something like a water trails a particles system would still be best
> Perhaps you should have a look at Rune's great particle system. It has no
> mass-mass-collision-detection between the particles themselves (only
> paritcle-environment), so filling a glass with water is not possible (all
> the particles would stay on the bottom). But it makes wonderful streams,
> waterfalls, fountains and even explosions. You can get it from
> http://www.runevision.com
>
> hth,
> florian
>
>
>
Yes, but I am not looking for water trails or the like, but the sort of
real stream that is a transparent surface (not particulate) and is merely
perturbed by any rocks or the like is interacts with. Now combining
particle systems into this so that say an area where you get spatter and
splashes would emit particles that when they hit add to the positive wave
of this Tim's system would be very handy. However, as you mention,
neither particle systems not this one can effectively simulate every
situation. Making some provisions for some combination of them, assuming
that my theoretical use of Tim's macros will work would provide better
realism. Though actually... For it to really work right you would need a
combinational system that only emitted particles when a 'wave' crested
and began to collapse again. So that the 'spray' would be thrown from the
edge of that wave. Tim's is easier for a standing pool and 'might' work
for a river or stream.
Particle systems, especially with inter-particle reactions would be much
slower to simulate the same thing (I assume) in and one reason why the
examples often look horrid is that a 50 foot waterfall, for example,
doesn't have droplets any larger than a 5 foot fountain. If you cheat,
then you get a large structure with globs of water that visually are ten
feet wide, but if you scale up the waterfall to a real size the number of
particles needed skyrockets. Obviously you can't do much about the
problem with 50 foot waterfalls, but if you are making a river and you
want to show spray, then a perturbed surface, with a 'few' carefully
placed particle emitters around some key rocks and which have the right
droplet size, makes more sense than using a particle system for the
entire thing. However, if Tim's macros can't simulate such a sloped
surface effect...
I suspect however that is might, since a relatively flat river or stream
could be thought of as one of his macros with one end open. I.e. water
'joining' one end causes displacement, but the edges do not generate a
return deflection unless the wave hits an intervening object. If all the
added disturbance occurs at the 'high' end and the low end is open and
just swallows the wave that reach it.... Guess that is the real question,
can it be made to ignore the 'edges' of the surface as a deflection point
and only treat intervening objects for that purpose. Though that is
probably not something that it will do. :p
--
void main () {
call functional_code()
else
call crash_windows();
}
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