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Tim Nikias v2.0 wrote:
> Looks great! So you're my competition, eh? ;-)
I also tried out your test scene.
I compared to your posted animation which is rather different than what
the scene describes.
So instead of 18 seconds, it runs over 9 seconds, like yours. And
instead of 5 balls per frame, it uses 2, which I think is close to what
you must have used.
Total parsing time was 2 minutes and 3 seconds on my Athlon XP 1700+. I
didn't test it with the specifications in the scene file (18 seconds
long and 5 balls per frame), but I can upload the scene file if anyone
wants it. One thing that has major impact on the parsing time is that I
only used 20 calculation steps per second (less than one per frame).
Perhaps there are slight precision errors visible, but I still think the
animation shows that quite acceptable results can be obtained with very
few "samples".
A nice thing was that the parameters between the two systems seem to be
very compatible. I used:
#declare particle_bounce = 0.75;
#declare particle_bounceturb = 0.10;
#declare particle_friction = 0.0;
#macro particle_gravity (Clock,Point) <0,-9.81,0> #end
And it rendered with the attached result which is very much similar to
the one you posted. :)
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Mar 7**
POV-Ray Ring: http://webring.povray.co.uk
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