POV-Ray : Newsgroups : povray.binaries.animations : Re: ball simulation 2 (2x500k) : Re: ball simulation 2 (2x500k) Server Time
20 Jul 2024 01:18:30 EDT (-0400)
  Re: ball simulation 2 (2x500k)  
From: JWV
Date: 15 Apr 2003 10:13:38
Message: <3e9c1392$1@news.povray.org>
I was amazed when i saw this, but the i saw a small mistake. When the balls
hit the water (or are in the water), the surface of the water should raise.
For as far as i can see it doesn't happen. The rest of the animation looks
realy good.


"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3CE291FC.E1C0909C@gmx.de...
>
> I have improved the model, fixed several errors and tried different
> configurations.
>
> Here are two results, the first is with medium heavy balls (2000 kg/m^3)
> and contains a flaw with the water.  The first ball hitting the water at
> fairly high speed does not leave a trace at all. ;-) This is fixed
> meanwhile.
>
> The second one is with balls lighter than water (800 kg/m^3), the balls
> floating leads to quite some problems as you can see.  The water
> disturbance, although speed dependant meanwhile, is still too strong and
> there is no good representation for water surface tension.
>
> Does anyone know a good method for modeling water surface tension? I right
> now only use a simple model that slows down the balls according to the
> energy required for increasing the (flat) surface area, but there probably
> are other important effects that are not covered by this.
>
> Apart from that i added realistic calculation of drag in water and air, i
> also modeled friction during the environment collisions, but without
> rotation this does not really improve realism much.  And the animations
> are in real time now.
>
> Christoph
>
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 05 May. 2002 _____./\/^>_*_<^\/\.______


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