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This shows promise. Get a good texture on those spheres, and shoot them out the back
of
that ship, and the problems Rune brought up will be less noticable.
I agree with Rune's comments re. adding the turbulence vector to the wind direction.
It
won't matter if the turbulence vector negates the wind vector if the turbulence is
re-evaluated at each time step. But you have mentioned your non I/O method and the
associated difficulties with this approach.
Have you tried using a bozo like function to add some displacement to the particle's
position? In effect, you would be saying that after time t, the sum total of wind
forces on a particular particle would result in a displacement away from the
calculated
position p. This is not the correct way to calculate wind (if after a time, two
particles find themselves in the same position but with a different velocity, both
will
be perturbed in the same direction and magnitide due to wind. In reality, they would
both need the same velocity too). The results might be worth looking into though.
Attached is a png of two 'particles' displaced using this method. The grey lines show
the path they were meant to take. Both are subjected to the same bozo function that
determines wind displacement. They move randomly but smoothly, and if they start with
similar positions and velocities, they will share similar wind displacements at the
beginning. It's a bit of a cheap hack, but it's simple to implement.
It's an idea anyway.
MJL
--
text{ttf"timrom.ttf"concat(#local O=1;#while(O<7)chr(val(substr(concat(#local Q=
1;#while(Q<7)str(asc(substr("???<?>",Q,1))-56,0,0),#local Q=Q+1;#end""),O,2))),#
local O=O+2;#end"").1,0pigment{rgb 9}translate-<1,.3,-2>} // MJL
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Attachments:
Download 'smoketurb.png' (17 KB)
Preview of image 'smoketurb.png'
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