POV-Ray : Newsgroups : povray.binaries.animations : Media Fire take 1 (230kau) : Re: Media Fire take 1 (230kau) Server Time
20 Jul 2024 13:18:28 EDT (-0400)
  Re: Media Fire take 1 (230kau)  
From: Geoff Wedig
Date: 5 Apr 2001 12:38:33
Message: <3acc9f89@news.povray.org>
Rune <run### [at] inamecom> wrote:

> "Geoff Wedig" wrote:
>> Yeah, those artifacts are really strange.

> Yeah.

>> You're using a blob, right?

> No. I considered using a blob with a blob_pattern density but had to reject
> the idea, as it doesn't allow me to assign separate turbulence to the
> individual particles, which I need to.

> I'm using a merge of spheres. Inside the merge is a single interior with
> multiple media statements, one for each particle.

Ok, I thought those artifacts looked like spherical shapes.  I really think
if you do a fast anim of the spheres themselves (opaque, in other words)
that you'll find the same holes in the surface.

> Using this method is fairly fast.

Yeah, and it should work, with some fine tuning.

>> I thought the flickers were really nice, personally,
>> especially on the back stones.

> I think it would be both faster and prettier to use just one light_source
> (possible area_light) and manually moving it around a little and change the
> brightness.

Hmm, maybe take a weighted average of the particles' locations would work. 
Ie, weight based upon the strengths (amount of emission) of the individual
bits.

Or maybe use two lights (areas), one large one near the bottom as above, but
one up higher that only uses the highest points.  That is where most of the
flicker comes from, anyway.

> Instead of using multiple sources I could use one source that moves around
> in a circle really fast (currently possible) or a source that is an object
> (not yet implemented).

Same effect, really.

> I'm already using overlapping media if that's what you mean, and I've used
> it often before. Could that be causing the artefacts?

No, the artefacts are caused (well, assuming I'm right) by places outside
the container.

> Sorry, I've decided not to implement any kind of inter-particle forces in my
> system.

Drat. :/

>> In fact, that might be something you want to do anyway,
>> as the current flame is a little too broad at the top.

> Real camp fire isn't necessarily cone-shaped is it?

Not really, no.  More of a teardrop.

Geoff


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