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Rune wrote:
> >I wouldn't call that "no interest". Especially not considering the often
> >quite high number of responses to those threads.
In all fairness to Chris, he is the only person I know of working on a particle
system who has actually released his code. It is jaw-dropping to see some of the
stuff people are coming up with, but when do we get to see some source?
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Ditto.
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"Dave Dunn" wrote:
> In all fairness to Chris, he is the only person I
> know of working on a particle system who has actually
> released his code. It is jaw-dropping to see some of
> the stuff people are coming up with, but when do we
> get to see some source?
I guess I have wanted it to be "finished" before I released it. But I'll
look into releasing an early version sooner than planned. Right now I'm
working on my lip synch system though, and I also have some school projects
etc. that take time...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Christopher James Huff wrote:
>
> I have done some demos, mostly images but a few animations...and some of
> my other patches get more attention with less of a demonstration. I
> think people just aren't as interested in particle systems...
IIRC you made quite some demo scenes for it (i have 19 files here, but
maybe some are my own) and i also have a 9k text file with documentation.
I think the scenes with inter particle forces do not work, but apart from
that it does not seem to be that bad. If you have time some more detailed
documentation would be good of course.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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In article <3c48d92e@news.povray.org>, "Tony[B]" <ben### [at] catholicorg>
wrote:
> On the contrary, there is an immense amount of interest. The only problem is
> that we've yet to see a flawless one come out that also works fast, and is
> flexible and easy to use. If you can come up with that combination, I assure
> you you will see a great deal of response. I've been dying to do waterfalls,
> for one thing.
Well, mine isn't flawless, but it works, is pretty versatile, and won't
crash. It should be more than sufficient to do waterfalls. It seems that
the documentation is the main problem...odd, I've never had anyone
complain about it before. My feedback on this patch has been about 3
e-mails: two asking about the demo files that didn't work, and one
suggesting support for features that could already be done.
--
--
Christopher James Huff <chr### [at] maccom>
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In article <3c48bf59@news.povray.org>,
"Rune" <run### [at] mobilixnetdk> wrote:
> Haha, it's very easy to tell that you haven't been reading
> povray.binaries.animations for many months. :)
I haven't even re-subscribed to it...
> Particle systems has probably been the single most popular and active theme
> in that group for a long time with several people working on systems and
> lots of people waiting for the releases after having seen lots of cool
> animations. I can't think of anything that has gotten more interest than
> particle systems.
I'll have to check it out.
BTW, CSDL should be useful for particle systems...it should run them
much faster than POV script, and the library for outputting POV code is
coming along nicely. The main thing keeping me from releasing an early
alpha later today is the question of licensing...
--
--
Christopher James Huff <chr### [at] maccom>
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In article <3C48DC7C.F4182B1A@aol.com>, Dave Dunn <poi### [at] aolcom>
wrote:
> In the case of Megapov Plus, I'm not sure that is the issue. I
> downloaded the patch on the strength of a few stills I saw done with
> it, and really wanted to be able to use it, as I liked what I saw.
> The problem is, not being acquainted with the finer points of
> particle systems, I found the documentation of the particle system
> portion of the patch difficult to follow and impossible to put into
> practice. I would have liked to see some demo files and a detailed
> tutorial included in the archive, because, as I said, I was really
> interested in some of the effects possible with this patch.
Ok, more demo files and some step-by-step tutorials...I'll put that on
my list. I'm going to need a break from CSDL anyway...
--
--
Christopher James Huff <chr### [at] maccom>
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I've just posted one of your demo scenes to p.b.a.
How can I make the particles interact with moving objects?
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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In article <3c4a9331$1@news.povray.org>, "JRG" <jrg### [at] hotmailcom>
wrote:
> I've just posted one of your demo scenes to p.b.a.
I'll take a look.
> How can I make the particles interact with moving objects?
This isn't implemented yet. There isn't really a good way to specify
motion in current versions of POV, since all the calculations are done
by the parsing engine. One of the things I was trying was "dynamic
transforms", you would specify a series of transformations and it would
interpolate between them based on a time value. These would be useful
for other animations as well...the patch actually seemed to work, but
used linear interpolation, so you needed a large number of "keypoints"
for good motion. I haven't done much with my patches lately...
One of the things I've been thinking of doing would be to turn the
particle_system into a physics_system, with particles, string, cloth,
and solid objects, all interacting with each other. This would probably
require the tesselation patch to help approximate the forces on the
objects...the object that interacts with the other things in the system
would be an automatically generated mesh, but the object that gets
rendered would be a "doppelganger" object that matches the mesh's
orientation and position. However, it is unlikely that I'll do more
development until POV 3.5 is out.
--
--
Christopher James Huff <chr### [at] maccom>
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Don't you think it would much easier a particle system integrated with persistent
variables in animation? Apart from the gain in parsing time, it would allow a first
approximative interaction of the particle with moving environments.
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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