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Great simulation. Universities may be intrested in stuff like this !
Does it only work with a ball or does your formula work with any geometry in
the middle of the film ? :-)
--Theo
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"Christoph Hormann" <chr### [at] gmx de> schrieb im Newsbeitrag
news:3D90D7C3.C148673B@gmx.de...
>
> I made some more progress with the mechanics simulation patch, here are
> two test animations.
>
> The first uses newly implemented face-mass collision tests (thanks to ABX
> for the triangle distance function, i used a modified version of it for
> this) as well as grouping of masses for optimizing the collision tests
> (the two balls and the nodes of the box are in different groups, only
> collisions between them and not between the individual nodes of the box
> are tested). The collision test itself is not yet well optimized. For
> self collision tests of cloth etc. where the nodes have no radius this
> could be much improved.
>
> The second animation shows a new gradient descent calculation method.
> This means inertia is not taken into account, therefore there is much less
> tendency for instability because oscillations can't occur. Also there are
> no dissipative forces (friction and damping) so the sheet is sliding on
> the sphere. All this is of course not physically accurate, but it is much
> faster than methods based on integration of the movement equations and it
> can be useful for example for 'relaxing' a designed geometry before
> starting a real simulation or for generating a static result for a still.
>
> As visible in the end there are no self collision tests, but the
> calculation is really fast, about 12-15 seconds parsing per frame for a
> 50x50 nodes grid.
>
> Christoph
>
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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