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On Mon, 03 Dec 2001 02:53:35 +0100, Tim Nikias <Tim### [at] gmxde>
wrote:
>Hi there!
>
>Well, I am programming a particle system for POV-Ray and have designed
>in a fashion which makes
>almost anything customizable (when I'm speaking of design, I mean
>algorithms, it's text-based, like POV).
>
>Now, what I was wondering:
>What exactly should a particle system be able to handle? Not only do I
>want to see if I can cover the
>demands by checking if the macros can supply the needed basis for people
>to program the algorithms using
>the macros, but also, I think it would be great if one could have sort
>of a check-list to see, what one should
>think about to create an awesome particle system.
>Hope you get the idea...
>
>Well, I'll begin with something simple:
>Particle-Systems should definitely have some sort of Emitter, e.g.
>definable areas, in which the particles are born.
>
Mhm, here's a good feature list:
Emitters:
spherical, cone and object emitter (object emitter=particles are on
the surface of and object and have initial speed=normal*factor)
controls for: initial speed, accelleration, position, speed
randomness, accell rondomness, position randomness, die age, die age
randomness, initial color, initial color randomness, particle die mode
(hit-die,age-die,speed-die).
Particles:
hit detection-rebound, color control: speed based, age based,
accelleration based (mhm there should be a speed, age etc variable for
every particle, and then I should be able to attach those variables to
color channels or to any other value... like phong highlight etc...)
ability to attach a generic object to every particle (blob, sphere,
light, point etc) with or without orientation (mhm you can calc object
oriet. by using particle speed vector or by adding a normal vector to
particles... this would allow spinning objects)
point and line particles
Forces:
normal (linear), vortex, bend, attractor
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From: Rick [Kitty5]
Subject: Re: What abilites should a particle system have?
Date: 4 Dec 2001 08:31:15
Message: <3c0cd023$1@news.povray.org>
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> Particles:
> ability to attach a generic object to every particle (blob, sphere,
> light, point etc)
make that ability to attach any pov object to a particle, quick and dirty
collisions etc could be done using an objects bounding box
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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On Tue, 4 Dec 2001 13:29:49 -0000, "Rick [Kitty5]" <ric### [at] kitty5com>
wrote:
>> Particles:
>
>> ability to attach a generic object to every particle (blob, sphere,
>> light, point etc)
>
>make that ability to attach any pov object to a particle, quick and dirty
>collisions etc could be done using an objects bounding box
Mhm, I think it's really important to have accurate collisions with
meshes... I think that this can not be done with boundingboxes... For
collisions I think that you can assume that particles are spheres (or
points if It's too slow to do spheres), not check object->mesh
collision as this would be really impossible
>
>--
>
>Rick
>
>Kitty5 WebDesign - http://Kitty5.com
>POV-Ray News & Resources - http://Povray.co.uk
>TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
>
>PGP Public Key
>http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
>
>
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From: Rick [Kitty5]
Subject: Re: What abilites should a particle system have?
Date: 5 Dec 2001 07:11:07
Message: <3c0e0edb$1@news.povray.org>
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> >> ability to attach a generic object to every particle (blob, sphere,
> >> light, point etc)
> >
> >make that ability to attach any pov object to a particle, quick and dirty
> >collisions etc could be done using an objects bounding box
>
> Mhm, I think it's really important to have accurate collisions with
> meshes... I think that this can not be done with boundingboxes... For
> collisions I think that you can assume that particles are spheres (or
> points if It's too slow to do spheres), not check object->mesh
> collision as this would be really impossible
then have 2 options - accurate + quick and dirty
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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From: Tim Nikias
Subject: Re: What abilites should a particle system have?
Date: 5 Dec 2001 19:10:17
Message: <3C0EB6FF.27BC77C5@gmx.de>
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I really enjoy reading this. Hope others will continue, since I intend to
write down and sort the list and place it on my website (which is currently
under construction).
I also like people commenting on how things are possible, since mostly, more
people come to better conclusions, since there's a broader perspektive.
Tim
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From: Rick [Kitty5]
Subject: Re: What abilites should a particle system have?
Date: 6 Dec 2001 07:25:15
Message: <3c0f63ab$1@news.povray.org>
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> I really enjoy reading this. Hope others will continue, since I intend to
> write down and sort the list and place it on my website (which is
currently
> under construction).
>
> I also like people commenting on how things are possible, since mostly,
more
> people come to better conclusions, since there's a broader perspektive.
its just important that we don't strive to be too different
when something has been implemented perfectly in another application, lets
not re invent the wheel
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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From: Rune
Subject: Re: What abilites should a particle system have?
Date: 6 Dec 2001 10:21:16
Message: <3c0f8cec@news.povray.org>
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"Angelo 'kENpEX' Pesce" wrote:
> controls for: initial speed, accelleration
What do you mean by acceleration?
> initial color, initial color randomness
I don't think that's very generic. Instead I'd assign a random number to
each particle. This, combined with the age, speed, etc. can be used by the
user for anything, for example to give the particle a specific color.
> Particles:
> hit detection-rebound, color control: speed based,
> age based, accelleration based (mhm there should be
> a speed, age etc variable for every particle, and
> then I should be able to attach those variables to
> color channels or to any other value... like phong
> highlight etc...)
Exactly.
> ability to attach a generic object to every particle
The user can simply be given the location, speed, age, etc., and then take
care of creating the particles from that. That's much more generic than
implementing specialized support for blobs, spheres, light_sources etc.
> point and line particles
What do you mean by line particles? If you simply mean particles that are
longer in one direction, then see above.
> normal (linear)
= Gravity?
> vortex, bend, attractor
Please explain these in more detail or point me to relevant references.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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From: John D Gwinner
Subject: Re: What abilites should a particle system have?
Date: 7 Dec 2001 14:02:44
Message: <3c111254@news.povray.org>
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I'd like the ability (as posted in 'square particles' ) to have something
like 'bricks' in a particle system, that would fall and tumble.
More definitive, the ability to attach meshes to each particle, and have
rotation part of the collision process. Collisions should be chooseable
from:
1) Simple (bounding sphere), no rotation
2) Medium - Bounding box, x/y/z rotations from bbox collision (bbox orients
as the object falls / twists)
3) Complex (mesh collision), without deformations - collisions would be
chooseable from inelastic to elastic
4) Have collision (elastic/inelastic) modifiable acording to some function;
possibly modifying the object as well.
4) would be hard, but the visual effect would be a large object falling, and
they 'crushing'
== John ==
"Tim Nikias" <Tim### [at] gmxde> wrote in message
news:3C0ADB1F.66DD2EB7@gmx.de...
> Hi there!
>
> Well, I am programming a particle system for POV-Ray and have designed
> in a fashion which makes
> almost anything customizable (when I'm speaking of design, I mean
> algorithms, it's text-based, like POV).
>
> Now, what I was wondering:
> What exactly should a particle system be able to handle? Not only do I
> want to see if I can cover the
> demands by checking if the macros can supply the needed basis for people
> to program the algorithms using
> the macros, but also, I think it would be great if one could have sort
> of a check-list to see, what one should
> think about to create an awesome particle system.
> Hope you get the idea...
>
> Well, I'll begin with something simple:
> Particle-Systems should definitely have some sort of Emitter, e.g.
> definable areas, in which the particles are born.
>
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While you're at it, why not make a more generic physical simulation
engine that lets you define density properties to objects, gravity
constant, etc., so that you can do simple particle systems AND
collision detection among other object AND objects being blown up
or being run into by other objects...?
I know they have these things already, able to be leased for however
many thousand dollars a month, but a simplified version would be fun.
You might need a modeller for it...or not, what with the enjoyment
y'all get from the idea of building entire scenes with isosurfaces
hehee
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----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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From: John D Gwinner
Subject: Re: What abilites should a particle system have?
Date: 7 Dec 2001 21:42:38
Message: <3c117e1e$1@news.povray.org>
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That's true, with the features I listed you're pretty close. You'd really
need density and gravity anyway for a good particle system.
Maybe we should startup a sourceforge version ...
== John ==
"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in message
news:3C111D51.12F278E3@scifi-fantasy.com...
> While you're at it, why not make a more generic physical simulation
> engine that lets you define density properties to objects, gravity
> constant, etc., so that you can do simple particle systems AND
> collision detection among other object AND objects being blown up
> or being run into by other objects...?
>
> I know they have these things already, able to be leased for however
> many thousand dollars a month, but a simplified version would be fun.
> You might need a modeller for it...or not, what with the enjoyment
> y'all get from the idea of building entire scenes with isosurfaces
> hehee
> --
> Tim Cook
> http://empyrean.scifi-fantasy.com
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> 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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