POV-Ray : Newsgroups : povray.general : Personal Update Server Time
7 Aug 2024 01:23:37 EDT (-0400)
  Personal Update (Message 25 to 34 of 34)  
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From: Christopher James Huff
Subject: Re: Personal Update
Date: 19 Jan 2002 08:55:21
Message: <chrishuff-A28E21.08561119012002@netplex.aussie.org>
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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From: Christopher James Huff
Subject: Re: Personal Update
Date: 19 Jan 2002 08:58:26
Message: <chrishuff-B8BA5C.08591719012002@netplex.aussie.org>
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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From: Christopher James Huff
Subject: Re: Personal Update
Date: 19 Jan 2002 09:00:24
Message: <chrishuff-B7CDD7.09011419012002@netplex.aussie.org>
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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From: JRG
Subject: Re: Personal Update
Date: 20 Jan 2002 04:51:45
Message: <3c4a9331$1@news.povray.org>
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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From: Christopher James Huff
Subject: Re: Personal Update
Date: 20 Jan 2002 11:05:24
Message: <chrishuff-B8C02B.11061920012002@netplex.aussie.org>
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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From: JRG
Subject: Re: Personal Update
Date: 20 Jan 2002 13:54:19
Message: <3c4b125b@news.povray.org>
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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From: Christopher James Huff
Subject: Re: Personal Update
Date: 20 Jan 2002 14:11:24
Message: <chrishuff-EFC531.14121920012002@netplex.aussie.org>
In article <3c4b125b@news.povray.org>, "JRG" <jrg### [at] hotmailcom> 
wrote:

> 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.

I'm not sure what you are saying, but my particle system was designed 
for use with persistent variables, so it wouldn't have to recalculate 
from the beginning for each frame.
The problem is that the objects in the particle_system environment are 
also persistent, I need to add code to remove them on demand, so the 
scene file can place updated ones in. And even if I do that, the objects 
are a series of still objects...a particle bouncing off a moving box 
shouldn't bounce at the same angle as one bouncing from a still box. The 
dynamic transforms and interactive objects will have to do for that...

-- 
 -- 
Christopher James Huff <chr### [at] maccom>


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From: JRG
Subject: Re: Personal Update
Date: 20 Jan 2002 14:23:06
Message: <3c4b191a@news.povray.org>
Ah. I assume I should have put persistent_variables = true on my ini file in order to
get the effect I wanted. I just tried to rotate the central box (very slowly, to
avoid the problem you've just mentioned), but every frame looked like the simulation
had been restarted with the box being differently rotated. Thus, what I got was
really weird. I'll re-try later.

--
#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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From: JRG
Subject: Re: Personal Update
Date: 20 Jan 2002 14:26:44
Message: <3c4b19f4$1@news.povray.org>
"JRG" <jrg### [at] hotmailcom> ha scritto nel messaggio news:3c4b191a@news.povray.org...
> Ah. I assume I should have put persistent_variables = true on my ini file in order
to
> get the effect I wanted. I just tried to rotate the central box (very slowly, to
> avoid the problem you've just mentioned), but every frame looked like the
simulation
> had been restarted with the box being differently rotated. Thus, what I got was
> really weird. I'll re-try later.

No wait. I just re-read your post: are you saying I cannot give the environment
clock-dependant tranformations?

--
#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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From: Christopher James Huff
Subject: Re: Personal Update
Date: 20 Jan 2002 14:36:50
Message: <chrishuff-F91B65.14374720012002@netplex.aussie.org>
In article <3c4b19f4$1@news.povray.org>, "JRG" <jrg### [at] hotmailcom> 
wrote:

> No wait. I just re-read your post: are you saying I cannot give the 
> environment clock-dependant tranformations?

That's what I've been saying. Transformations are done at parse time, 
the particle system has no idea how they are changing. As far as the 
particle systems are concerned, the objects only have position, their 
velocity is zero. The whole point of my dynamic_transform patch is to 
make clock-dependant transforms.

-- 
 -- 
Christopher James Huff <chr### [at] maccom>


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