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"Tony[B]" wrote:
> We don't want ANY particles to fall through! Go back
> to the drawingboard! NOW! ;)
Ok then. It'll probably not delay the release more than a few months anyway.
> You'll figure it out. Why don't you ask at p.a-u?
Dunno. I figured that if anybody else here had been working on flowing
algorithms I would have heard about it, or they would have contacted me. But
sure, I'll try.
> I would be cool if we could do an external version of this,
> and feed the data back to POV. Collision detection would be
> the tough part, though. :\
Replace the word "tough" with "impossible" and it'd be correct...
The real solution would be to do a patch, but I won't be able to do that in
any near future.
> > I didn't use pseudo motion blur this time, so I tried to
> > compensate by using real motion blur using an external program.
>
> I was going to ask after watching it, if you used motion blur.
> Looks cool.
Thanks, but I think myself that it's a bit too much.
> Pseudo and real motion blur are better together, I think.
To scale the blob elements longer in the direction of movement AND use
external motion blur? Hmm...
> > I also improved the heightfield, changed the
> > camera view, textures and so on.
>
> I approve of this new look.
Phew! :)
> It's a good speed to show off the effect. Too slow for RL, though.
I'll speed it up next time.
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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