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Bill DeWitt <bde### [at] cfl rr com> wrote in message
news:3b125f3e$1@news.povray.org...
>
> I want to make an animation that shows how planets look in one of
those
> diagrams that show the gravity well as a flat surface that is dented where
> the planets lay on it. I hope to make it look like spongy rubber instead
of
> a grid, maybe a mesh, but I can't imagine calculating all the points as
the
> pieces move...
>
As a surface, I have no idea, but you could use splines and create
parallel lines, kinda like in the image Tor Olav Kristensen posted
on 22 Nov 2000, titled "Iso-sombrero (78KB)" (But without the
underling surface)
Would probably work fairly well for a still, as for animating it
<shudder>
Gail
*************************************************************************
* gsh### [at] monotix co za * Step into the abyss, *
* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
*************************************************************************
* The difficult we do immediately, the impossible takes a little longer *
*************************************************************************
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"Rick [Kitty5]" <ric### [at] kitty5 com> wrote in message
news:3b1262e9@news.povray.org...
> > I want to make an animation that shows how planets look in one of
> those
> > diagrams that show the gravity well as a flat surface that is dented
where
> > the planets lay on it. I hope to make it look like spongy rubber instead
> of
> > a grid, maybe a mesh, but I can't imagine calculating all the points as
> the
> > pieces move...
>
> how about using a cloth sim (or patch) - i think it will do it
I haven't been able to play with that yet. I followed the link to the
Windows version and it never loaded the page.
I'm thinking Iso-Surface. Each planet should be a spot where the minus Y
is less and less for x and z. If done right you could load planets into a
macro that would write in how many planets and their masses...
I am working on it, but my math is usually not up to such tasks...
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"Nekar Xenos" <j-p### [at] citywalk co za> wrote :
>
> I think that if you have the formula and can do isosurfaces, you could
just do
> an isosurface using the formula of the gravity well.
Right, for me the problem usually is working the formula into the
isosurface...
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"Gail Shaw" <gsh### [at] monotix co za> wrote :
>
> As a surface, I have no idea, but you could use splines and create
> parallel lines, kinda like in the image Tor Olav Kristensen posted
> on 22 Nov 2000, titled "Iso-sombrero (78KB)" (But without the
> underling surface)
>
> Would probably work fairly well for a still, as for animating it
> <shudder>
That -would- be scary...
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"Bill DeWitt" <bde### [at] cfl rr com> wrote in message
news:3b1264f8$1@news.povray.org...
> > how about using a cloth sim (or patch) - i think it will do it
>
> I haven't been able to play with that yet. I followed the link to the
> Windows version and it never loaded the page.
Same here.
--
/* Nekar Xenos */#local N=<-20,40,100>;#local K=<20,-40,100>;#local R=seed(0);
blob{#while((K-N).x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local N=(
vlength(N-K)<vlength(X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale .02}sphere{N
,1,1 scale.02}sphere{<-N.x-40,N.y,N.z>1,1 scale.01}sphere{<N.x+40,-N.y,N.z>1,1
scale.01 }#end pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}
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Bill DeWitt wrote:
>
> I haven't been able to play with that yet. I followed the link to the
> Windows version and it never loaded the page.
>
Maybe try it again, my page was not available yesterday, but it should
work again now, just the counter is broken, i hope that will be OK by
tomorrow too.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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I've made a start using isosurfaces. Here's the relevant portion...
#declare POSX = sin(clock*(pi*2))*5;
#declare POSZ = cos(clock*(pi*2))*5;
#declare Well1=function{sqr(-y)*(x^2+z^2)-5 }
#declare Well2=function{sqr(-y)*((x+POSX)^2+(z+POSZ)^2)-0.5 }
isosurface{
function { -y&Well1&Well2 }
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Hi Bill!
I never used Isosurface before, nor Megapov but what about:
#local Sun = function(SunMass/(max((x-SunPosx)*(x-SunPosx)+
(z-SunPosz)*(z-SunPosz),1/hole_deep)))
isosurface {
funcition {y+Sun[+Earth]}
...
just insert a Povrayunit equalent Sunmass and SunPos, do the same for
earth and so on.
hole_deep keeps the isosurface from getting infinit at the exact
points of the
pointmasses. Define somewhat 100.
its from the formular
F = G*m1*m2/R^2
That is the force between to pointmasses. G is the gravityconstant
cukk
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"KalleK" <kal### [at] gmx de> wrote in message news:3b12811b$1@news.povray.org...
> Hi Bill!
>
> I never used Isosurface before, nor Megapov but what about:
>
> #local Sun = function(SunMass/(max((x-SunPosx)*(x-SunPosx)+
>
> (z-SunPosz)*(z-SunPosz),1/hole_deep)))
> isosurface {
> funcition {y+Sun[+Earth]}
This seems to be working... and you say you never worked with
isosurfaces before?
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> This seems to be working... and you say you never worked with
> isosurfaces before?
Yes. I downloaded MegaPov 0.6 sometimes, let all so examples render,
but then leave aside, waiting for 3.5 ...
Now I took a look at some isopovcode to get to know the system of
function. Some trail and error, and here it goes. When I rendered the
scene, there were some artefacts (unlighted areas), but I thought that
would be normal - accuracy problem.
cukk
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