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You can always post your scene files as attachments in:
http://news.povray.org/povray.binaries.scene-files/
I tend to post atttachments in the appropriate sections first, wait until it
shows up on the message digest, and then post a link in the main discussion
thread, to make it convenient to find.
Like this:
http://news.povray.org/povray.binaries.scene-files/message/%3Cweb.56d702f78f8162b55e7df57c0%40news.povray.org%3E/#%3Cwe
b.56d702f78f8162b55e7df57c0%40news.povray.org%3E
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Also,
An invaluable resource:
http://www.f-lohmueller.de/pov_tut/animate/pov_anie.htm
and be aware that if you click on "Insert" in POV-Ray's menu, you can insert
huge chunks of useful pre-written code, and even add your own.
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Add these lines to the top of your file:
#version 3.7;
global_settings { assumed_gamma 1.0 }
#include "colors.inc"
For your prism, if you are only making a square, then you only need 5 points
instead of 7. Your last 2 points are redundant.
prism {
linear_sweep
linear_spline
0,
0,
7,
<-2,-3>,<2,-3>, <2,0>, <2,3>, <-2, 3>, <-2,0>, <-2,-3>
pigment { Blue }
}
If you could attach a copy of your data set, and maybe a diagram of the location
of the points on the plate, it would be easier understand the full scope, and to
head off anything that would need to be rewritten.
I'd build the "plate" as a wire mesh, using spheres as the data points, and then
maybe cylinders or sphere sweeps to connect them in a grid.
Then you could fill in the surface with triangles or smooth_triangles.
This sounds very Paul Bourke -y
Amazing stuff
http://paulbourke.net/miscellaneous/povexamples/
If you're going to make use of the clock variable, then you need to initiate
your renders with an ini file, set up for your animation.
I would suggest copying your files to a special subdirectory, since this will
generate a large collection of separate renders.
Then you need to collect all of your images into a video file so you can animate
it (or you could just use a viewer and "step" through the images one after the
other.
I use VideoMach ( http://gromada.com/videomach/ ) for most of my work.
Other people have their preferences, based on OS, etc.
Format Factory is useful for converting to other video formats.
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From: Stephen
Subject: Re: Import of measurement data (ASCII format) in animation
Date: 2 Mar 2016 11:32:26
Message: <56d7159a$1@news.povray.org>
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On 3/2/2016 4:06 PM, Bald Eagle wrote:
> If you could attach a copy of your data set, and maybe a diagram of the location
> of the points on the plate, it would be easier understand the full scope, and to
> head off anything that would need to be rewritten.
Yes, only six points. Driving me mad trying to imagine it. Are the edges
fixed or free etc. :-)
--
Regards
Stephen
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Stephen <mca### [at] aolcom> wrote:
> Yes, only six points. Driving me mad trying to imagine it. Are the edges
> fixed or free etc. :-)
That would affect things, and produce a different visual effect, yes.
I'm currently wondering if the vibrations are purely (co)sine waves and their
harmonics, or if there's some catenary in there...
Getting something smoothly interpolated might require functions and
isosurfaces... the ball-and-stick/string grid would be pretty cumbersome,
although if you had a lot of splines that were defined using arrays... still
pretty ugly. I haven't had that much coffee yet, and I'm not sure how much free
time I'd have to work all of that out... :O
We're almost getting into Finite Element Method territory here. {shivers}
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Scratch all that.
Christian Froeschlin obviously has the winning idea with the bicubic_patch.
[high five!]
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Christian,
I just got done editing a lot of code to smoothly stitch together four bicubic
patches, and what I noticed is that the surface of the patches do not coincide
with the control points - which is likely how the data set would applied -
setting the control points from the values in the file.
http://news.povray.org/povray.binaries.images/attachment/%3Cweb.56d7a3881f57d665e7df57c0%40news.povray.org%3E/4smoothbi
cubicpatches%20%5Bnumgrid%20-%20side%5D.png
Is there a way to calculate where the control point needs to be given the
surface coordinate? I seem to recall some sort of A-Frame looking diagram,
though I'll have to go dig that up and see if there's a way to back-calculate.
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From: Stephen
Subject: Re: Import of measurement data (ASCII format) in animation
Date: 3 Mar 2016 05:54:41
Message: <56d817f1$1@news.povray.org>
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On 3/2/2016 5:30 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>> Yes, only six points. Driving me mad trying to imagine it. Are the edges
>> fixed or free etc. :-)
>
> That would affect things, and produce a different visual effect, yes.
> I'm currently wondering if the vibrations are purely (co)sine waves and their
> harmonics, or if there's some catenary in there...
>
> Getting something smoothly interpolated might require functions and
> isosurfaces... the ball-and-stick/string grid would be pretty cumbersome,
> although if you had a lot of splines that were defined using arrays... still
> pretty ugly. I haven't had that much coffee yet, and I'm not sure how much free
> time I'd have to work all of that out... :O
>
> We're almost getting into Finite Element Method territory here. {shivers}
>
>
Damn you Moriarty! I an not going down that route. :-)
--
Regards
Stephen
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From: Stephen
Subject: Re: Import of measurement data (ASCII format) in animation
Date: 3 Mar 2016 06:00:26
Message: <56d8194a$1@news.povray.org>
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On 3/2/2016 5:57 PM, Bald Eagle wrote:
> Scratch all that.
> Christian Froeschlin obviously has the winning idea with the bicubic_patch.
>
> [high five!]
>
>
I don't know. I've tried it before making a water surface. As you found
out the movement is not linear. There is also the problem with joining
the patches together and only having six data points. Too much for my
calcified brain. :-)
--
Regards
Stephen
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> Add these lines to the top of your file:
>
> #version 3.7;
> global_settings { assumed_gamma 1.0 }
> #include "colors.inc"
My code includes these lines, of course. I just had forgotten to copy them here
:)
>
>
> For your prism, if you are only making a square, then you only need 5 points
> instead of 7. Your last 2 points are redundant.
> prism {
> linear_sweep
> linear_spline
> 0,
> 0,
> 7,
> <-2,-3>,<2,-3>, <2,0>, <2,3>, <-2, 3>, <-2,0>, <-2,-3>
> pigment { Blue }
> }
I am aware of the fact that only four different points are neccessary to define
the rectangle. The reason why I used six Points and not only four is that I
wanted to assign a spline line to each one of the six points. In that way, the
corners of the rectangle plus 2 points in the middle of both long sides would be
translated according to the (position) data I take from the Vibration file.
> If you could attach a copy of your data set, and maybe a diagram of the location
> of the points on the plate, it would be easier understand the full scope, and to
> head off anything that would need to be rewritten.
>
I uploaded three files: the vibration data as txt file, a diagram of the plate
with the real location of the measurement points and a diagram of the plate with
the measurement points located at the Corners, which corresponds to the code I
included here, where I intended to animate a "starting scenario".
(see
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.56d82b80a405651b7f2c2ccf0%40news.povray.org%3E/)
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