POV-Ray : Newsgroups : povray.general : Personal Update Server Time
7 Aug 2024 05:23:04 EDT (-0400)
  Personal Update (Message 31 to 34 of 34)  
<<< Previous 10 Messages Goto Initial 10 Messages
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>


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message

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>


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.