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"Christoph Hormann" wrote:
> I wonder why they fall through at all, a simple test
> whether the particle is inside the heightfield object
> should help.
I don't use that. I use trace only. The reason is that to find out whether a
particle is inside an object or not is of no use if one doesn't know where
to move it to and how to align them. I could however remove such particles
so they don't get in the way.
> It looks really good, the water seems - a bit like particles of course :-)
Not enough blobby I think...
> What i especially like is the first part when the water
> reaches the heightfield and bounces back. To me it seems
> it works best on the steeper parts where the water is mostly
> falling rather than flowing.
Maybe. Is it because the water looks too "wild" on the flat parts?
> 1000 GHz - wow! ;-)
Err... Whoops!
> Can you save the data generated so things are faster in a second run?
No. I considered it, but it would require another layer of complexity, and
the data arrays would become huge.
> BTW, when will you show us some code for these?
When my particle system including documentation and everything is finished.
I expect it to be released sometime this decade.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated May 10)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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