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As an aside to playing with knots, I've also been experimenting with objects
constructed from bricks - specifically, perturbing the bricks based on
their location.
The two examples here are based on the bricks' distance from a line. The
closer a brick is to the line, the more pronounced its displacement in the
direction of the line (more precisely, within a cone aligned with the
line). The displacement drops off with distance d from the line as exp(-d).
The cannonball just puts the whole exercise into context. Fun, isn't it? I
could spend a whole evening carefully building brick structures in POV and
then blowing holes in them! Plenty of scope for variations, too - could
make things explode from a point, fall apart across a plane, be sucked into
a black hole...
Bill
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Attachments:
Download 'demolish1.jpg' (124 KB)
Preview of image 'demolish1.jpg'
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and t'other
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Attachments:
Download 'demolish2.jpg' (128 KB)
Preview of image 'demolish2.jpg'
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news:web.43c7769cf370361a731f01d10@news.povray.org...
> As an aside to playing with knots, I've also been experimenting with
objects
> constructed from bricks - specifically, perturbing the bricks based on
> their location.
>
I can't say anything else than that's great!
Marc
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Hehe.
That's cool!
What a pity that this code is not based on real physics so we can't see
those towers falling together.
On the other hand: quite impressive results depending on the simplicity of
the code!
Can't wait to see other perforated buildings ;-)
Regards Roman
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"Roman Reiner" <lim### [at] gmxde> wrote:
> What a pity that this code is not based on real physics so we can't see
> those towers falling together.
It could be - instead of a displacement, I could use the code to generate a
velocity. Unfortunately, I'd also need to write some collision detection,
and keep track of each brick throughout the parse... eek!
> On the other hand: quite impressive results depending on the simplicity of
> the code!
Oh yes. I calulate the displacement for each brick at instantiation, so I
don't need any arrays or anything. The whole thing is only 2 or 3 lines
more than the code needed to generate the chimney itself!
> Can't wait to see other perforated buildings ;-)
I'll knock up (or should that be down?) some more over the weekend. :)
Bill
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Wow, that looks really interesting. I fear for your future figures on a
staircase-knot, though- now, in addition to being trapped in a paradox, are
they to be bombarded as well? :)
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Bill Pragnell wrote:
This does look good. Interesting indeed.
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"Smws" <smw### [at] poboxcom> wrote:
> Wow, that looks really interesting. I fear for your future figures on a
> staircase-knot, though- now, in addition to being trapped in a paradox, are
> they to be bombarded as well? :)
I'd be lying if I said I wasn't tooling up for some knot deconstruction.
(rubs hands with glee)
;)
Bill
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Hahaha, that's sweet.
I can think of a few interesting applications for that... (try spheres,
which are smaller, and originally arranged to fill a mesh which
resembles...a person? or whatever you want to shoot up or impale violently)
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Wasn't it Tim Cook who wrote:
>Hahaha, that's sweet.
>
>I can think of a few interesting applications for that... (try spheres,
>which are smaller, and originally arranged to fill a mesh which
>resembles...a person? or whatever you want to shoot up or impale violently)
It would be easier, and might produce a better result, to take a mesh
object and apply the method to the individual triangles or
smooth_triangles. I'd use a mesh, rather than a mesh2 so that the
triangles come apart when displaced, rather than being joined at the
vertices.
--
Mike Williams
Gentleman of Leisure
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