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3 May 2024 08:27:39 EDT (-0400)
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From: Apache
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 09:53:59
Message: <3cfa2377@news.povray.org>
If you want to do some bigger things like this you'll have to port your
scripts from SDL to something faster like C/C++ or something else.

--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoocom
ICQ: 146690431


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From: Tony[B]
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 10:34:34
Message: <3cfa2cfa@news.povray.org>
I really like this. Again, it would be interesting if you replaced this with
a mesh so we could see the box shape more clearly. I really like #10. That's
what I expected to happen to #9. :)


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From: Rune
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 10:42:38
Message: <3cfa2ede@news.povray.org>
Tony[B] wrote:
> I really like this. Again, it would be interesting
> if you replaced this with a mesh so we could see
> the box shape more clearly.

Or in the case of a 4x4x4 grid: 6 bicubic patches. Should look fun... :D

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated May 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


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From: Christoph Hormann
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 12:05:52
Message: <3CFA425F.B6F30166@gmx.de>
Rune wrote:
> 
> This is all very impressive, 

Thanks.

> but I'd rather see a regular box dropped,
> or a dice or similar, which doesn't deform. Oh, and something which
> isn't cubic would be interesting too! :)

More complicated shapes are just a matter of creating their starting
geometry, no deformation at all is impossible with this approach, few
deformation usually requires accurate computation but I will try something
like that.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______


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From: Christoph Hormann
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 12:08:33
Message: <3CFA4301.E8DCCD39@gmx.de>
Apache wrote:
> 
> If you want to do some bigger things like this you'll have to port your
> scripts from SDL to something faster like C/C++ or something else.

I know, but i would lose the possibility to rely on POV-Ray for generating
the enviroment collisions when having a separate program.  I probably will
wait until i get the source of POV-Ray 3.5 and make a patch...

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______


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From: Christoph Hormann
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 12:11:23
Message: <3CFA43AB.69B8FA1C@gmx.de>
"Tony[B]" wrote:
> 
> I really like this. 

Thank you.

> Again, it would be interesting if you replaced this with
> a mesh so we could see the box shape more clearly. 

I'm working on that, it will also be helpful for collision calculations to
have the outline mesh.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______


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From: Apache
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 12:15:11
Message: <3cfa448f@news.povray.org>
#10 won't look so good with a mesh. If you look closely you'll see that the
most contorted part of the cube becomes inverted (inside-out).

--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoocom
ICQ: 146690431


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From: Gergely Vandor
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 15:06:47
Message: <Xns9221D6C7D3ED3gergelyvamoraviaitco@204.213.191.226>
Christoph Hormann <chr### [at] gmxde> wrote in
news:3CF### [at] gmxde: 

> 
> I tried some larger grids of masses with my simulation system.  It of
> course takes much longer, several hours on an Athlon 1 GHz.

Hmm, my 5x5x5 piece renders significantly faster. But it does look good.

I believe the cause of this might be the way your system handles 
connections, but I can't be sure until I see the source. :)

--
Cheers,
Gergely


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From: Tony[B]
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 15:39:22
Message: <3cfa746a@news.povray.org>
> #10 won't look so good with a mesh. If you look closely you'll see
> that the most contorted part of the cube becomes inverted (inside-
> out).

Hm. You're right. But if we knew where the outline/border of the box is, it
could be used for self collision detection.


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From: Christoph Hormann
Subject: Re: balls 4x4x4 grid (249+198k)
Date: 2 Jun 2002 16:19:25
Message: <3CFA7DC9.AF6D2933@gmx.de>
Gergely Vandor wrote:
> 
> [...]
> 
> Hmm, my 5x5x5 piece renders significantly faster. But it does look good.

Thanks.

> I believe the cause of this might be the way your system handles
> connections, but I can't be sure until I see the source. :)

The main influence factor is the number of integration steps.  I used 30
per frame with a Heun integration method (i.e. 2 evaluations per step).

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______


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