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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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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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"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
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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
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