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In article <3a327ac1@news.povray.org>, "Greg M. Johnson"
<"gregj;-)56590\""@aol.c;-)om> wrote:
> 1) Use of a step function in an isosurface leads to bandings on the side
> of the "steps" which appears especially unattractive in an animation.
> Increasing the max gradient helps but also increases render time with
> practically a diminishing rate of return.
Perhaps you should just use a mesh instead...you could make a huge city
area out of randomly chosen "blocks". This would also be much faster
rendering.
> 2) Negotiation of square cubes is inherently more difficult than say
> keeping particles apart from each other or negotiating an extremely
> smooth, rolling ground. The problem is that I designed a "city" with a
> lot of places where particles can get trapped in a dead end. The
> particles simply look to see if the closest surface is to its right or
> left and steers accordingly. If you come into a situation where two
> cubes touch in a corner, it's really hard to get out of it.
Just cheat! Figure out how to detect this condition and cause the
particles to crash into a building or fly into the air and explode. A
puff of media and a flash would be enough...
Also, if you use a mesh, you can avoid most of these conditions by
leaving spaces between the buildings.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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