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Hello,
I try to this include file to explode the following object.
But at the time the explosion shall begin the object is invisible.
Does anyone know if there is any restriction to use this include file?
And can anyone give me a solution how I can solve the problem?
If you need more information please write.
Thank you,
Reinhard
<code>
#declare DyingstarObject=sphere { <0,0,0>, 1
texture {
pigment {
bozo
color_map {
[0.0 color rgb <0.3, 0, 0>]
[1.0 color rgb <0.6, 0.2, 0>]
}
turbulence 0.3
scale 1/2
}
}
texture {
pigment {
agate
color_map {
[0.0 color rgbf <1, 1, 1, 1>]
[0.5 color rgbf <1, 1, 1, 1>]
[0.5 color rgbf <0.5, 0, 0, 1>]
[0.75 color rgb <0.5, 0, 0>]
[1.0 color rgb <1, 0.5, 0>]
}
turbulence 1.0
scale 1.5
}
}
texture {
pigment {
granite
color_map {
[0.0 color rgb <1, 1, 0>]
[0.2 color rgbf <1, 1, 1, 1>]
[1.0 color rgbf <1, 1, 1, 1>]
}
}
}
finish{ ambient 1.9 diffuse 0.9 brilliance 0.6 roughness 1.5 crand 0.25}
scale<1.07,1,1.07>
scale PlanetScale
}
</code>
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"Reinhard" <rpr### [at] gmxnet> wrote in message
news:48561186$1@news.povray.org...
> Hello,
> I try to this include file to explode the following object.
> But at the time the explosion shall begin the object is invisible.
> Does anyone know if there is any restriction to use this include file?
>
> And can anyone give me a solution how I can solve the problem?
> If you need more information please write.
>
> Thank you,
> Reinhard
>
> <code>
> #declare DyingstarObject=sphere { <0,0,0>, 1
> ...
Looking at the macro you'd need to assign your object to the identifier
called 'explode_object' before including the #include file. I don't know if
you do that elsewhere in your scene, but, if this is the problem you should
see a warning in the message stream and to fix it you can just add the line:
#declare explode_object = object {DyingstarObject}
before the #include.
Most of the really obvious problems like the camera not pointing in the
right direction, there being no light in the scene etc. you should be able
to test by adding the line
object {DyingstarObject}
to your scene instead of the include file. If you still can't see the object
then it's a problem caused by something other than the include file.
Another possibility that springs to mind is that something is placing itself
between the camera and the visible objects in the scene. For example, if the
camera is very close to the exploding object or inside it and a fragment
happens to shield the camera at the start of the explosion.
Chris B.
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Chris B wrote:
> "Reinhard" <rpr### [at] gmxnet> wrote in message
> news:48561186$1@news.povray.org...
>> Hello,
>> I try to this include file to explode the following object.
>> But at the time the explosion shall begin the object is invisible.
>> Does anyone know if there is any restriction to use this include file?
>>
>> And can anyone give me a solution how I can solve the problem?
>> If you need more information please write.
>>
>> Thank you,
>> Reinhard
>>
>> <code>
>> #declare DyingstarObject=sphere { <0,0,0>, 1
>> ...
>
> Looking at the macro you'd need to assign your object to the identifier
> called 'explode_object' before including the #include file. I don't know if
> you do that elsewhere in your scene, but, if this is the problem you should
> see a warning in the message stream and to fix it you can just add the line:
> #declare explode_object = object {DyingstarObject}
> before the #include.
>
> Most of the really obvious problems like the camera not pointing in the
> right direction, there being no light in the scene etc. you should be able
> to test by adding the line
> object {DyingstarObject}
> to your scene instead of the include file. If you still can't see the object
> then it's a problem caused by something other than the include file.
>
> Another possibility that springs to mind is that something is placing itself
> between the camera and the visible objects in the scene. For example, if the
> camera is very close to the exploding object or inside it and a fragment
> happens to shield the camera at the start of the explosion.
>
> Chris B.
Meanwhile I found the problem: because the DyingstarObject object is a
moving object I have to add translate to the explode_object.
An other question I have: Can I manipulate the form of the particles?
In my animation they are looking strange for the exploding earth.
With particle_res I can manipulate the numbers of particles, can I? But
is there an #declare with which I can manipulate the form of them?
thank you,
Reinhard
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"Reinhard" <rpr### [at] gmxnet> wrote in message news:48579fc5@news.povray.org...
> Chris B wrote:
>> "Reinhard" <rpr### [at] gmxnet> wrote in message
>> news:48561186$1@news.povray.org...
> ... snip ... An other question I have: Can I manipulate the form of the
> particles?
> In my animation they are looking strange for the exploding earth.
>
> With particle_res I can manipulate the numbers of particles, can I? But is
> there an #declare with which I can manipulate the form of them?
>
>
> thank you,
> Reinhard
The help file that comes with the #include file indicates that you can
specify the shape of the individual particles created by the Object Exploder
using the 'particle_object' identifier.
Regards,
Chris B.
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Chris B wrote:
> "Reinhard" <rpr### [at] gmxnet> wrote in message news:48579fc5@news.povray.org...
>> Chris B wrote:
>>> "Reinhard" <rpr### [at] gmxnet> wrote in message
>>> news:48561186$1@news.povray.org...
>> ... snip ... An other question I have: Can I manipulate the form of the
>> particles?
>> In my animation they are looking strange for the exploding earth.
>>
>> With particle_res I can manipulate the numbers of particles, can I? But is
>> there an #declare with which I can manipulate the form of them?
>>
>>
>> thank you,
>> Reinhard
>
> The help file that comes with the #include file indicates that you can
> specify the shape of the individual particles created by the Object Exploder
> using the 'particle_object' identifier.
>
> Regards,
> Chris B.
>
>
What kind of shape would you use to explode a planet, in my case the earth?
regards,
Reinhard
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"Reinhard" <rpr### [at] gmxnet> wrote in message
news:4857af5e$1@news.povray.org...
> Chris B wrote:
>> "Reinhard" <rpr### [at] gmxnet> wrote in message
>> news:48579fc5@news.povray.org...
>>> Chris B wrote:
>>>> "Reinhard" <rpr### [at] gmxnet> wrote in message
>>>> news:48561186$1@news.povray.org...
>>> ... snip ... With particle_res I can manipulate the numbers of
>>> particles, can I? But is there an #declare with which I can manipulate
>>> the form of them?
>>>
>>> thank you,
>>> Reinhard
>>
>> The help file that comes with the #include file indicates that you can
>> specify the shape of the individual particles created by the Object
>> Exploder using the 'particle_object' identifier.
>>
>> Regards,
>> Chris B.
>
> What kind of shape would you use to explode a planet, in my case the
> earth?
You're likely to need a lot of them over quite a number of frames if you're
animating it, so you'll probably be wanting something that renders very
quickly. That more or less rules out Isosurfaces. Though, if you're doing a
still frame rather than an animation, then you might want to throw in a
couple of extra isosurfaces close to the camera.
One option would be a craggy shaped mesh object which would render quite
quickly.
I've not tried it, but I would think it might also be worth trying just the
union of a cube and a sphere with a very rough pigment and a very rough (but
different) normal. If the sphere radius is somewhere between half the side
length and half the diagonal length of the cube you should get an outline
that is not too evidently spherical (particularly from a distance or if the
bits are moving quite fast). I'd recommend starting with a crackle pattern
for the normal and an agate pattern for the pigment using a range of browns
in the color_map, and see how that works.
Once you've got something in the general direction of what you're trying to
get you could post an image on povray.binaries.images, describing what you
find wrong with it. It can also be productive to provide a link to an image
out on the Internet if there's one that has features you'd like to emulate.
Regards,
Chris B.
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Reinhard <rpr### [at] gmxnet> wrote:
> What kind of shape would you use to explode a planet, in my case the earth?
>
> regards,
> Reinhard
Man, I hope the US Office of Homeland Security isn't following this thread! ;-)
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> Man, I hope the US Office of Homeland Security isn't following this
> thread! ;-)
We're not.
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Dave Matthews wrote:
> Man, I hope the US Office of Homeland Security isn't following this thread! ;-)
Nah, blowing up the planet counts as an international affair ;)
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"Tim Attwood" <tim### [at] comcastnet> schreef in bericht
news:485cb491$1@news.povray.org...
>> Man, I hope the US Office of Homeland Security isn't following this
>> thread! ;-)
> We're not.
Martians, on the other hand, are following this thread very very
attentively!!!
Thomas
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