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Tim Nikias v2.0 wrote:
>
> What my system does is subtract 25% of the energy that is parallel to the
> surface normal the particle has hit last. You're right about the amount of
> particles, too many make it hard to discern one certain particle, but that's
> mostly part of the idea of basic particle system, right? :-) That aside: how
> about letting the particles start in that spherical area I mentioned in the
> source? You could easily generate one with a random-stream which is based
> off the frame-number, just place a particle with
> <rand(R),rand(R),rand(R)>*.2-.1 for a 0.1-radius-sphere and add <-2,3,0> for
> the center (you should know that, but I thought I'd just make it explicitly
> clear what I'm talking about).
I do so, just the area is somewhat smaller than you describe - things
get very random otherwise.
>
> Not sure what 200seconds refers to now. Parsing total? Parsing plus
> rendering, and if so, with which resolution? How many frames total? And what
> kind of PC do you have? And how does the system work? From frame to frame,
> or independant of frames in given intervals?
200s simulation time for the whole animation (450 frames), megapov 1.1
has separate time statistics for the simulation. That's about 1/10 of
the render time (Athlon XP 2600+ with other tasks running).
Here is another version using function based and method 1 (force based)
environment. Simulation time is about 10 times of the previous ones.
http://www.tu-bs.de/~y0013390/files/particle3.mpg
Complete description of the techniques can be found on:
http://megapov.inetart.net/manual/global_settings.html#mechsim
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 11 Jan. 2004 _____./\/^>_*_<^\/\.______
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