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This just crashed my UVPOV during the creation of the bounding slabs. It
said something about Reallocing Finite to 33...
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TonyB wrote:
>This just crashed my UVPOV during the creation of the bounding slabs. It
>said something about Reallocing Finite to 33...
>
Ooops, posted it a bit too ethousiastic.
Add after the #declare Angle statement
#if (Angle !=0)
and before the last #declare i=0
#end
Also the x-coordinate value of Ccenter seems to be not ok yet.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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Greg M. Johnson wrote:
>
> I think there is a more serious problem with the sin cos solution.
>
> The sin cos solution prevents non unique positions along the x axis.
> Many
> kinds of aquatic animals, maybe some fish, would bend their bodies
> around so
> much that there might be two points of the body at some given x.
>
> Remco de Korte wrote:
>
I don't understand. This is just the thing that makes sin or cos a
reasonable choice, I thought.
I'm obviously missing something very important here. The only thing that
I have to support my choice is a working animation that does what it
should do for me, but, admittedly, is probably not what a hardcore
pov-er would consider realistic.
Regards,
Remco
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Remco de Korte wrote:
>Greg M. Johnson wrote:
>>
>> I think there is a more serious problem with the sin cos solution.
>>
>> The sin cos solution prevents non unique positions along the x axis.
>> Many
>> kinds of aquatic animals, maybe some fish, would bend their bodies
>> around so
>> much that there might be two points of the body at some given x.
>>
>> Remco de Korte wrote:
>>
>
>I don't understand. This is just the thing that makes sin or cos a
>reasonable choice, I thought.......
For a simple fishtail you're right. But sometimes it's a sport doing thing
a certain way. Run a 60 frame animation of the below scene (~5 minutes), it
shows what Greg means.
#version 3.1;
global_settings {assumed_gamma 1.0}
light_source {
< 500, 500,-500>
rgb 1
}
camera {
location <4, 0, -10>
look_at <4, 0.0,0.0>
angle 90
}
// generates number between min & max
// based on Value between 0, 1.
#macro Vmm(Min,Max,Value)
(Min+((Max-Min)*Value))
#end //macro
#declare Pos=array[150]
#declare i=0;
#while (i<150)
#declare Pos[i]=<i/10,0,0>;
#declare i=i+1;
#end
#declare Angle = radians(Vmm(-4,4,clock));
#if (Angle !=0)
#declare Length = Pos[1].x-Pos[0].x;
#declare Radius = Length/Angle;
#declare Ccenter = <0, Radius, 0>;
#declare i=0;
#while (i<150)
#if (Pos[i].x=0)
// do nothing
#else
#declare L= Pos[i].x;
#declare Alpha= L/Radius;
#declare Pos[i]=
(vrotate(<0,-Radius,0>,<0,0,degrees(Alpha)>))+Ccenter;
#end
#declare i=i+1;
#end
#end
#declare i=0;
#while (i<150)
sphere{ Pos[i],0.3 pigment {rgb <1,0,0>}}
#declare i=i+1;
#end
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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ingo wrote:
>
> Remco de Korte wrote:
>
> >Greg M. Johnson wrote:
> >>
> >> I think there is a more serious problem with the sin cos solution.
> >>
> >> The sin cos solution prevents non unique positions along the x
> axis.
> >> Many
> >> kinds of aquatic animals, maybe some fish, would bend their bodies
> >> around so
> >> much that there might be two points of the body at some given x.
> >>
> >> Remco de Korte wrote:
> >>
> >
> >I don't understand. This is just the thing that makes sin or cos a
> >reasonable choice, I thought.......
>
> For a simple fishtail you're right. But sometimes it's a sport doing
> thing
> a certain way. Run a 60 frame animation of the below scene (~5
> minutes), it
> shows what Greg means.
>
> #version 3.1;
> global_settings {assumed_gamma 1.0}
> light_source {
> < 500, 500,-500>
> rgb 1
> }
> camera {
> location <4, 0, -10>
> look_at <4, 0.0,0.0>
> angle 90
> }
> // generates number between min & max
> // based on Value between 0, 1.
> #macro Vmm(Min,Max,Value)
> (Min+((Max-Min)*Value))
> #end //macro
>
> #declare Pos=array[150]
>
> #declare i=0;
> #while (i<150)
> #declare Pos[i]=<i/10,0,0>;
> #declare i=i+1;
> #end
>
> #declare Angle = radians(Vmm(-4,4,clock));
> #if (Angle !=0)
> #declare Length = Pos[1].x-Pos[0].x;
> #declare Radius = Length/Angle;
> #declare Ccenter = <0, Radius, 0>;
>
> #declare i=0;
> #while (i<150)
> #if (Pos[i].x=0)
> // do nothing
> #else
> #declare L= Pos[i].x;
> #declare Alpha= L/Radius;
> #declare Pos[i]=
> (vrotate(<0,-Radius,0>,<0,0,degrees(Alpha)>))+Ccenter;
> #end
> #declare i=i+1;
> #end
> #end
>
> #declare i=0;
> #while (i<150)
> sphere{ Pos[i],0.3 pigment {rgb <1,0,0>}}
> #declare i=i+1;
> #end
>
> Ingo
>
> --
> Photography: http://members.home.nl/ingoogni/
> Pov-Ray : http://members.home.nl/seed7/
I tried rendering it but I still don't understand.
I admit this doesn't look good, but I didn't know the exact settings for
the animation(clock-values). What I did see was that there's no sin or
cos in your source so that doesn't clarify it to me either.
I'm sorry.
Still, it's not my problem 8)
Ciao!
Remco
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Just to make sure I totally misunderstand, render this:
#version 3.1;
global_settings {assumed_gamma 1.0}
light_source {
< 500, 500,-500>
rgb 1
}
camera {
location <4, 0, -10>
look_at <4, 0.0,0.0>
angle 90
}
#declare yy_off=sin(clock*10*pi/5);
#declare xx=0; #while (xx<=10)
#declare yy=sin((xx+clock*10)*pi/5)-yy_off;
#sphere{<xx,yy,0>,.5 pigment{rgb<1,0,0>}}
#declare xx=xx+1;#end
with clock going from 0 to 1 (the number of frames is up to you, I tried
20). Apart from the fact that the distance between the spheres isn't
constant (which is easy to fix) what's wrong with it? I guess this is
not what you're looking for but I don't see what is.
And as for Greg's remark ("The sin cos solution prevents non unique
positions along the x axis.") this shows that there's no problem there.
I didn't say you had to use sin AND cos, just one of them is enough, or
use a clever combination to get more interesting wave-forms (I have a
little program that can illustrate that).
Bye,
Remco
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Remco de Korte wrote:
>
>I tried rendering it but I still don't understand.
>I admit this doesn't look good, but I didn't know the exact settings for
>the animation(clock-values).
0 to 1.
I think we're talking a bit "langs elkaar heen".
My point with the anim was to illustrate that you can have non-unique x-
values because there are no sin / cos functions.
>What I did see was that there's no sin or
>cos in your source so that doesn't clarify it to me either.
>I'm sorry.
>Still, it's not my problem 8)
And I've solved mine :)
>Just to make sure I totally misunderstand, render this:
>[...]
>with clock going from 0 to 1 (the number of frames is up to you, I tried
>20). Apart from the fact that the distance between the spheres isn't
>constant (which is easy to fix) what's wrong with it? I guess this is
>not what you're looking for but I don't see what is.
There's noting wrong. My main problem was the non constant distances and
that's solved.
>And as for Greg's remark ("The sin cos solution prevents non unique
>positions along the x axis.") this shows that there's no problem there.
>I didn't say you had to use sin AND cos, just one of them is enough, or
>use a clever combination to get more interesting wave-forms (I have a
>little program that can illustrate that).
SinCos? I've seen it on your page, not tried it yet, but I will.
Thank you, and Peter, for your comments. It helped me solve my problem.
Tsjuus,
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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ingo wrote:
>
> Remco de Korte wrote:
> >
> >I tried rendering it but I still don't understand.
> >I admit this doesn't look good, but I didn't know the exact settings
> for
> >the animation(clock-values).
>
> 0 to 1.
> I think we're talking a bit "langs elkaar heen".
> My point with the anim was to illustrate that you can have non-unique
> x-
> values because there are no sin / cos functions.
>
Okidoki, and my point was that using sin or cos you can do everything
you want 8)
(as a matter of fact, at school I refused to give any attention to sin
or cos and now it is the part of math I use the most)
Remco
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On 20 Nov 1999 04:13:41 -0500, ing### [at] home nl (ingo) wrote:
>Peter Popov wrote:
>
>>I got your intentions wrong. This should do what you want, as
>>described in your original post.
>>
>>#declare Pos=array[11]
>>
>>#declare i=0;
>>#while (i<11) #declare Pos[i]=<i,0,0>; #declare i=i+1; #end
>>
>>#declare i=0;
>>#while (i<10)
>> #declare j=i+1;
>> #while (j<11)
>> #declare Pos[i]=
>> vrotate((Pos[j]-Pos[i]),<0,0,10*clock>)+Pos[i];
>> #declare j=j+1;
>> #end
>> #declare i=i+1;
>>#end
>
>Sorry but no, ten spheres end up at <10,0.9,0> and one at <10,0,0>.
>
>Ingo
Sorry, that was a typo. it should read
#declare Pos=array[11]
#declare i=0; #while (i<11) #declare Pos[i]=<i,0,0>; #declare i=i+1;
#end
#declare i=0;
#while (i<10)
#declare j=i+1;
#while (j<11)
#declare Pos[j]= // here was the typo
vrotate((Pos[j]-Pos[i]),<0,0,10*sin(2*pi*clock)>)+Pos[i];
//the previous line was modified to make a cyclic anim
#declare j=j+1;
#end
#declare i=i+1;
#end
I actually tested it this time :), and it worked.
Peter Popov
ICQ: 15002700
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Here's an example of use of the "non sin cos" solution.
Look at "Does a snake's tail move?" in p.b.a, an entry at 1/23/99.
I serially rotated part of the snake's tail relative to the rest of the
snake. I used sin & cos to rotate the snake. I did not use, however, sin
or cos to displace body segments a distance along a line normal to the
x-axis. Look at my code included therein......
Remco de Korte wrote:
> ingo wrote:
> >
> > Remco de Korte wrote:
> > >
> > >I tried rendering it but I still don't understand.
> > >I admit this doesn't look good, but I didn't know the exact settings
> > for
> > >the animation(clock-values).
> >
> > 0 to 1.
> > I think we're talking a bit "langs elkaar heen".
> > My point with the anim was to illustrate that you can have non-unique
> > x-
> > values because there are no sin / cos functions.
> >
>
> Okidoki, and my point was that using sin or cos you can do everything
> you want 8)
> (as a matter of fact, at school I refused to give any attention to sin
> or cos and now it is the part of math I use the most)
>
> Remco
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