POV-Ray : Newsgroups : povray.binaries.animations : Last attempt - and an improved animation. (~590kb) : Re: Last attempt - and an improved animation. (~590kb) Server Time
18 Jul 2024 16:29:14 EDT (-0400)
  Re: Last attempt - and an improved animation. (~590kb)  
From: Dennis Miller
Date: 2 Jun 2004 12:29:10
Message: <40be0056$1@news.povray.org>
Looks really nice. Are you thinking of an executable with a GUI/adjustable
parameters? That would be very interesting (and output file size should be
adjustable up to 1920 x 1080!).
Good luck with that.
Dennis
"Ricky Reusser" <no_### [at] nowherecom> wrote in message
news:40b9270d@news.povray.org...
>
> > To keep you pacified: ...
>
> Well, that's good.  I just get paranoid about those things.  I guess
there's
> a reason people don't like spam.
> >
> > My initial thought (when I was thinking about
> > implementing that same paper) was to sample the simulation area and thus
> > get the boundaries of objects for the smoke to interact with. In effect,
I
> > just "bake" the animation once by running the render without smoke and
> > getting the volumes which block the smoke, then run the simulation, and
> > then render the animation with the smoke.
>
> I haven't really put a whole lot of thought into that yet.  That's not a
bad
> idea though.  For now, my approach is just to set up the simple primatives
> in the c++ code and then have it write a pov include file that places
> objects.  But I haven't really begun that stage yet, so I guess there's
> plenty of time to think about it.  Ideally, it could be patched in kind of
> like MechSim, but that's well outside of my ability.
>
> > Another advice: if you do release the application, how about making the
> > source-code available via email-request? I sure think some of us Povers
> > would like to have a look at it and see if they can improve it, or
enhance
> > it with extra features...
>
> Well, to be honest, there isn't really an 'application.'  It's just about
> 1000 lines of code.  It's set up as a big object though, so it runs with
> only a few lines of setup and just 'Fluid1.frame();' to calculate one
> frame.  So on the contrary, I will freely give away the source code (once
> it's a little more complete) and maybe I'll have to send someone the
> executable by email request.  But for now there's plenty to keep me busy:
> Re-implement boundary conditions (better), add a dimension, add support
for
> objects (static and dynamic), add an implicit solver for diffusion, add an
> implicit solver for viscosity, add incomplete cholesky decomposition, and
> maybe even make it user-friendly... maybe.  And I actually have time to do
> these things.  I've forgotten what free time feels like.
>
>  - Ricky


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