POV-Ray : Newsgroups : povray.animations : Needed: Technique for surface motion of a liquid as drops drip in Server Time
24 Nov 2024 01:12:31 EST (-0500)
  Needed: Technique for surface motion of a liquid as drops drip in (Message 1 to 2 of 2)  
From: gilroy
Subject: Needed: Technique for surface motion of a liquid as drops drip in
Date: 1 Mar 2003 21:30:06
Message: <web.3e616be9184fb8ebedd56a860@news.povray.org>
Hi.  I'm trying to throw together a PSA for the high school at which I
teach, announcing our blood drive.  I need to depict liquid drops dripping
onto an initially flat liquid surface.  I've given it a few desultory tries
but haven't gotten anything that looks remotely good.  I don't need
physics-accurate behavior, just something that "looks right".

Any thoughts?  Thanks.


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From: hughes, b 
Subject: Re: Needed: Technique for surface motion of a liquid as drops drip in
Date: 3 Mar 2003 19:28:23
Message: <3e63f327@news.povray.org>
"gilroy" <nomail@nomail> wrote in message
news:web.3e616be9184fb8ebedd56a860@news.povray.org...
> Hi.  I'm trying to throw together a PSA for the high school at which I
> teach, announcing our blood drive.  I need to depict liquid drops dripping
> onto an initially flat liquid surface.  I've given it a few desultory
tries
> but haven't gotten anything that looks remotely good.  I don't need
> physics-accurate behavior, just something that "looks right".
>
> Any thoughts?  Thanks.

Did you try blobs yet? I can get something resembling dripping blood by
using positive and negative strength components (spheres), but it isn't
accurate at all. Only creates the illusion of drips. There's no splashing
either, that would involve more effort.

Only other thing that I can think might work would be an isosurface.

The difficulty of this sort of thing is timing and postion of the droplets.

Here's my blob way of going about it, crude as it is.

camera {
  location  <0, 1, -5>
  right     x*image_width/image_height
  angle 50
  look_at   <0, .5, 0>
}

background {rgb .5}

light_source {
 -100*z,1
 rotate <30,45,0>
}

// ----------------------------------------

plane {
  y, -.01
  pigment { color rgb <1,1,0.1> }
  finish { ambient .2 diffuse .7 }
}

#local Pos1=<0,3-clock*5,0>;
#local R1=.5; #if (clock>.5) #local R1=.5+clock; #end
#local S1=1; #if (clock>.5) #local S1=clock; #end
#local ScaleY=1-sin(clock * 2 * pi);

blob {
 threshold .5
 sphere {Pos1+y/3,R1/4,S1}
 sphere {Pos1+y/5,R1/2,S1}
 sphere {Pos1,R1,S1}
 sphere {0,1,1 scale <5,.25,5>}
 sphere {0,1,-.75 scale <2,ScaleY/3,2> translate y/7}
pigment {rgb <1.5,.15,.2>}
finish { ambient .15 diffuse .45 specular .7 roughness .01 }
}

disc {
 0,y,1.5,0
 pigment {rgbft <1,.1,.1,1,.2>}
}


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