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Since I never managed to get Kopi's bullet physics running I noticed
that all this physics and a lot more are implemented into Blender
nowadays. So I simulated a fountain with the Mantaflow compontent. The
result is suboptimal, but I like it anyway. I played a lot with all the
parameters, but that is the best I could squeeze out of Blender. I think
the Mantaflow component of Blender is not really designed for this kind
of simulation. As I understand it, it is designed for cohesive flows of
water and can be very realistic in such situations. There is another
approach of particle system implemented in Blender where the drops are
independend objects and can influence each other. May be I will play
with this one too sometimes in the future.
Here is my Mantaflow experiment, placed into an inspiration given by an
abbey I visited recently.
Best regards
Michael
P.S.: Credits go to Thomas de Groot and Genady Obukhov (tileroof),
Christoph Hormann (Iso-CSG-Library). Sean Day and Robert McGregor (some
textures I modified), Gilles Tran (grass), and Xfrog, I used to model
the crude models of a weeping willow, a shrub of roses and an even more
crude model of clover.
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Attachments:
Download 'spray07.png' (4583 KB)
Preview of image 'spray07.png'
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On 2022-08-12 13:16 (-4), MichaelJF wrote:
>
> P.S.: Credits go to Thomas de Groot and Genady Obukhov (tileroof),
> Christoph Hormann (Iso-CSG-Library). Sean Day and Robert McGregor (some
> textures I modified), Gilles Tran (grass), and Xfrog, I used to model
> the crude models of a weeping willow, a shrub of roses and an even more
> crude model of clover.
The willow is really nice!
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Op 12-8-2022 om 19:16 schreef MichaelJF:
Agreed. The fountain water looks good but not entirely satisfactory.
Still, well done indeed.
If you want a weeping willow, Arbaro provides a very decent one.
http://arbaro.sourceforge.net/
--
Thomas
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Am 13.08.2022 um 15:57 schrieb Cousin Ricky:
> On 2022-08-12 13:16 (-4), MichaelJF wrote:
>>
>> P.S.: Credits go to Thomas de Groot and Genady Obukhov (tileroof),
>> Christoph Hormann (Iso-CSG-Library). Sean Day and Robert McGregor (some
>> textures I modified), Gilles Tran (grass), and Xfrog, I used to model
>> the crude models of a weeping willow, a shrub of roses and an even more
>> crude model of clover.
>
> The willow is really nice!
Many thanks for the compliment. It took a while to understand Xfrog so
far to model such a complex tree. And it was not easy to move it to POV.
Of course, the original Xfrog-File saves the Xfrog parameters only. Only
46 KB are needed to save the complete tree. Exported to wavefront OBJ it
had some 0.5 GB and more than 350.000 groups for every single leaf.
PoseRay failed to convert this huge amount of data to POV within
acceptable time. So I wrote an own procedure using my professional
statistic software which can cope with mass data easily (www.sas.com).
Even compressed the POV code of the tree needs some 50 MB, so I cannot
share it here.
@Thomas: Of course I know the arbaro weeping willow. For example, I used
it in my entry "The secret pond" in the competition "The secret passage"
(TINA CHEP, September 2014) at the very left side of the image. But I
didn't accomplished the modifications I wanted in Arbaro.
Best regards
Michael
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Op 13/08/2022 om 18:52 schreef MichaelJF:
> @Thomas: Of course I know the arbaro weeping willow. For example, I used
> it in my entry "The secret pond" in the competition "The secret passage"
> (TINA CHEP, September 2014) at the very left side of the image. But I
> didn't accomplished the modifications I wanted in Arbaro.
>
Yes, I guessed so, but one never knows ;-)
Good trees are a real challenge.
--
Thomas
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Op 13/08/2022 om 16:41 schreef Thomas de Groot:
> Op 12-8-2022 om 19:16 schreef MichaelJF:
> Agreed. The fountain water looks good but not entirely satisfactory.
> Still, well done indeed.
>
As I was just checking Rune Johansen's Inverse Kinematics macro for
another topic, I remembered his Particle System:
https://runevision.com/3d/include/particles/
I am sure you know that one too... ;-)
--
Thomas
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Am 18.08.2022 um 08:33 schrieb Thomas de Groot:
> Op 13/08/2022 om 16:41 schreef Thomas de Groot:
>> Op 12-8-2022 om 19:16 schreef MichaelJF:
>> Agreed. The fountain water looks good but not entirely satisfactory.
>> Still, well done indeed.
>>
>
> As I was just checking Rune Johansen's Inverse Kinematics macro for
> another topic, I remembered his Particle System:
>
> https://runevision.com/3d/include/particles/
>
> I am sure you know that one too... ;-)
>
Thanks for the hint, but yes, I noticed Rune's work some years ago.
There are more "particle systems" proposed within the pov community but
most of them have the particles interacting with the environment only
and not with each other, too. IIRC Rune's work is one of those. As a
part of my diploma some more years ago I wrote a particle system with
interacting particles (in two dimensions only) but I failed to convert
it to pov since the numerical precision of the SDL is very poor. That
was an intended decision by the pov team to solve a trade-off between
parsing/rendering time and scene precision.
Best regards
Michael
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Op 19-8-2022 om 21:56 schreef MichaelJF:
> Am 18.08.2022 um 08:33 schrieb Thomas de Groot:
>> Op 13/08/2022 om 16:41 schreef Thomas de Groot:
>>> Op 12-8-2022 om 19:16 schreef MichaelJF:
>>> Agreed. The fountain water looks good but not entirely satisfactory.
>>> Still, well done indeed.
>>>
>>
>> As I was just checking Rune Johansen's Inverse Kinematics macro for
>> another topic, I remembered his Particle System:
>>
>> https://runevision.com/3d/include/particles/
>>
>> I am sure you know that one too... ;-)
>>
> Thanks for the hint, but yes, I noticed Rune's work some years ago.
> There are more "particle systems" proposed within the pov community but
> most of them have the particles interacting with the environment only
> and not with each other, too. IIRC Rune's work is one of those. As a
> part of my diploma some more years ago I wrote a particle system with
> interacting particles (in two dimensions only) but I failed to convert
> it to pov since the numerical precision of the SDL is very poor. That
> was an intended decision by the pov team to solve a trade-off between
> parsing/rendering time and scene precision.
>
I am getting curious now about that other particle system in Blender
that you mentioned earlier... ;-)
--
Thomas
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From: Jörg "Yadgar" Bleimann
Subject: Re: First play with Blender physics
Date: 20 Aug 2022 12:13:09
Message: <63010815@news.povray.org>
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Hi(gh)!
On 13.08.22 16:41, Thomas de Groot wrote:
> Op 12-8-2022 om 19:16 schreef MichaelJF:
> Agreed. The fountain water looks good but not entirely satisfactory.
> Still, well done indeed.
>
> If you want a weeping willow, Arbaro provides a very decent one.
>
> http://arbaro.sourceforge.net/
>
Interesting! I just bookmarked it for my Khyberspace project - there
MUST be Populus afghanica and Pistacia cabulica in POV-Ray some day!
See you in Khyberspace!
Yadgar
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Am 20.08.2022 um 09:35 schrieb Thomas de Groot:
> Op 19-8-2022 om 21:56 schreef MichaelJF:
>> Am 18.08.2022 um 08:33 schrieb Thomas de Groot:
>>> Op 13/08/2022 om 16:41 schreef Thomas de Groot:
>>>> Op 12-8-2022 om 19:16 schreef MichaelJF:
>>>> Agreed. The fountain water looks good but not entirely satisfactory.
>>>> Still, well done indeed.
>>>>
>>>
>>> As I was just checking Rune Johansen's Inverse Kinematics macro for
>>> another topic, I remembered his Particle System:
>>>
>>> https://runevision.com/3d/include/particles/
>>>
>>> I am sure you know that one too... ;-)
>>>
>> Thanks for the hint, but yes, I noticed Rune's work some years ago.
>> There are more "particle systems" proposed within the pov community
>> but most of them have the particles interacting with the environment
>> only and not with each other, too. IIRC Rune's work is one of those.
>> As a part of my diploma some more years ago I wrote a particle system
>> with interacting particles (in two dimensions only) but I failed to
>> convert it to pov since the numerical precision of the SDL is very
>> poor. That was an intended decision by the pov team to solve a
>> trade-off between parsing/rendering time and scene precision.
>>
> I am getting curious now about that other particle system in Blender
> that you mentioned earlier... ;-)
>
They call the other system in Blender "particle system". I used their
"fluid simulation", what is in fact a particle system too. Sooner or
later I will give the other approach a try. At the moment I have another
project running within my precious spare time. Here is a first glimpse
of my actual WIP.
Best regards
Michael
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Attachments:
Download 'main03.png' (389 KB)
Preview of image 'main03.png'
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