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> 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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