POV-Ray : Newsgroups : povray.binaries.animations : Fluid animation 4 Server Time
5 Jul 2024 09:26:28 EDT (-0400)
  Fluid animation 4 (Message 1 to 4 of 4)  
From: fidos
Subject: Fluid animation 4
Date: 6 Apr 2005 15:35:01
Message: <web.4254393235e3310c494ff6ea0@news.povray.org>
Helo,

I'm working on a program doing fluid animations for POVRay. I focused my
last coding on the simulation of a fluid environement which is moving. I
share here my very first result : a small animation of the expension of a
cylinder in a water tank.

The video is MPEG1 encoded.

Regards,
Fidos.


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Attachments:
Download 'test.mpg' (539 KB)

From: Thomas Lake
Subject: Re: Fluid animation 4
Date: 8 Apr 2005 15:27:46
Message: <4256db32$1@news.povray.org>
fidos wrote:
> Helo,
> 
> I'm working on a program doing fluid animations for POVRay. I focused my
> last coding on the simulation of a fluid environement which is moving. I
> share here my very first result : a small animation of the expension of a
> cylinder in a water tank.
> 
> The video is MPEG1 encoded.

Looks like the scenes you see in nature videos of boiling/bubbling mud 
near hot springs. Nice work, I'm really liking these fluid anims!!


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From: Tim Nikias
Subject: Re: Fluid animation 4
Date: 14 Apr 2005 18:52:17
Message: <425ef421$1@news.povray.org>
I really like your fluid animations. How do you set up the environment? Is
it currently hardcoded, and how flexible is it?

Another thing you might want to try is create a "final version"-kind of
animation to show off, like something with realistic water material
(fresnel, reflection, refraction, photons). Would make the results more
comparable with real-life effects.

I think that a lot of Povers have an interest in fluid animations,
especially if they can be tied into the scene-files easily (e.g. via a patch
directly into POV-Ray, or by calling a small executable inbetween frames).
So, are you planning on releasing it, making it useable for the wide public?

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: fidos
Subject: Re: Fluid animation 4
Date: 15 Apr 2005 11:40:01
Message: <web.425fdff8f7d29502f92461020@news.povray.org>
"Tim Nikias" <JUSTTHELOWERCASE:timISNOTnikias(at)gmx.netWARE> wrote:
> I really like your fluid animations. How do you set up the environment? Is
> it currently hardcoded, and how flexible is it?
Thank you. The environment is defined by a serie of dfd files : an ini file
loaded at the start of the simulation defines the dfd filenames for some
key frames. For the frames between the key frames, the simulator
interpolates. For the build of the dfd file serie, I use a program which
generates it from a script file.

> Another thing you might want to try is create a "final version"-kind of
> animation to show off, like something with realistic water material
> (fresnel, reflection, refraction, photons). Would make the results more
> comparable with real-life effects.
It's something I plan but I know it took a lot of time and some talent. I
made some tests with transparency but the rendering times increase too much
and I prefered to use not transparent material. In any case, I agree with
you, fluid animation is interesting only if we succeed to render as close
as possible to the reality.

> I think that a lot of Povers have an interest in fluid animations,
> especially if they can be tied into the scene-files easily (e.g. via a patch
> directly into POV-Ray, or by calling a small executable inbetween frames).
> So, are you planning on releasing it, making it useable for the wide public?
I already made change in the simulator in order to prepare a release for the
POV-Ray community, but I have still a lot of parameter hardcoded in the
program. Moreover, the program is moving a lot and I want to reach a level
of functionnality before to release. I'm currently working on the
water/object interaction. The simulation  of this post show object -> water
interaction, for the water -> object interaction, it asks for the use of a
mechanical simulator. For the moment, I plan to use MegaPOV and the MechSim
patch. It results in the necessity to use MegaPOV for the use of my
simulator.


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