POV-Ray : Newsgroups : povray.advanced-users : Meteorite impact Server Time
25 Nov 2024 17:34:41 EST (-0500)
  Meteorite impact (Message 1 to 7 of 7)  
From: Rohan Bernett
Subject: Meteorite impact
Date: 19 Aug 2002 00:35:04
Message: <web.3d607467461024218ccf4f70@news.povray.org>
I'm wondering how to make an animation of a meteorite impact forming a
crater.

Anybody got any ideas on how to do this?

Rohan _e_ii


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From: Ken
Subject: Re: Meteorite impact
Date: 19 Aug 2002 00:40:26
Message: <3D60774F.13994489@pacbell.net>
Rohan Bernett wrote:
> 
> I'm wondering how to make an animation of a meteorite impact forming a
> crater.
> 
> Anybody got any ideas on how to do this?

Personally I would use a height field for this. You can start with a pretty small
scale for the height and have it grow in size as the impact deepens. Modelling the
debris and flying dirt will be another task left to your own imagination...

-- 
Ken Tyler


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From: Peter Popov
Subject: Re: Meteorite impact
Date: 19 Aug 2002 17:02:02
Message: <jpm2mucdbvk8hjsbq3smv24e0l0kugn53n@4ax.com>
On Mon, 19 Aug 2002 00:30:31 EDT, "Rohan Bernett" <rox### [at] yahoocom>
wrote:

>I'm wondering how to make an animation of a meteorite impact forming a
>crater.
>
>Anybody got any ideas on how to do this?

Using a fluid simulation would do. Of course you'd have to write your
own but that's half the fun of it :)


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Fidel viegas
Subject: Re: Meteorite impact
Date: 20 Aug 2002 13:01:44
Message: <B98833D3.2E82%fidel.viegas@artrecognition.co.uk>
in article jpm2mucdbvk8hjsbq3smv24e0l0kugn53n@4ax.com, Peter Popov at
pet### [at] vipbg wrote on 19/8/02 10:02 pm:

> On Mon, 19 Aug 2002 00:30:31 EDT, "Rohan Bernett" <rox### [at] yahoocom>
> wrote:
> 
>> I'm wondering how to make an animation of a meteorite impact forming a
>> crater.
>> 
>> Anybody got any ideas on how to do this?
> 
> Using a fluid simulation would do. Of course you'd have to write your
> own but that's half the fun of it :)

You bet that's half the fun. I just got myself a book on fluid mechanics,
and it is really fun. Just going to start trying it with povray.

All the  best 

Fidel.


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From: Rohan Bernett
Subject: Re: Meteorite impact
Date: 21 Aug 2002 22:00:07
Message: <web.3d6444b8e23aabfe18ccf4f70@news.povray.org>
Ken wrote:

>Personally I would use a height field for this. You can start with a pretty small
>scale for the height and have it grow in size as the impact deepens. Modelling the
>debris and flying dirt will be another task left to your own imagination...

What about this : create several height field textures for different stages
of impact, and fade between them over the course of the impact? But how
would I do that? As for the flying debris, I have no idea on how to do
that. Any Ideas?

I'm thinking of entering the IRTC if I can do this before the animation
deadline (oct 15), but knowing me, I probably wouldn't have it finished in
time. :-(

Rohan _e_ii


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From: J  Diehl
Subject: Re: Meteorite impact
Date: 30 Aug 2002 02:40:04
Message: <web.3d6f11a1e23aabfef70c33440@news.povray.org>
For the heightfields you could try to model an animated texture that
describes the form of the impact (like the waves pattern, but a little more
realistic)
What should it look like? a ring wall moving outside by time should do it, I
think.
You could start with onion pattern on a disc or something like that and
create your own grayscale color map from 0 to 1 describing the impact,
where black should be the deepest, white should be the highest value off
the ground. The outside color should always be the height of the ground
surrounding it and should be your back color of the scene.
Use the clock variable inside the color map to alter the position and the
height of the ring wall. Last you could add a little turbulence and blend
it with another texture like granite to get more realistic.
Looking from above, this animation will become your heightfields.
Save the animation as numbered stills and load the stills clock-dependent as
a heightfield into your meteorite scene.
btw, it should be possible that pov 3.5 can handle any texture as an image
and use it as a heightfield internally (without saving and loading stills).
But I never tried this.


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From: Christopher James Huff
Subject: Re: Meteorite impact
Date: 30 Aug 2002 12:11:38
Message: <chrishuff-F67575.12110130082002@netplex.aussie.org>
In article <web.3d6f11a1e23aabfef70c33440@news.povray.org>,
 "J. Diehl" <j.d### [at] firemailde> wrote:

> btw, it should be possible that pov 3.5 can handle any texture as an image
> and use it as a heightfield internally (without saving and loading stills).

Not for a texture, but it is possible for a pigment, just use a pigment 
function in a function generated image for the height field. You could 
do something similar and use a function to generate a mesh, avoiding 
some of the limitations of a height field, or you could use the function 
in an isosurface, which would use much less memory, give lots of detail, 
and avoid faceting, but would be much slower.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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