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Hi everyone!
I have some trouble with a particule systeme called "rune".
So, I want to do a kind of power ball by putting a particule system in a
sphere. I wrote in the particule parameters that the sphere will have to
block the particules themselves, like that the particules shouldn't go out
of the sphere, but it's not working. I thought that it was because the
system was already un the sphere so it couldn't detect the collision, so i
changed the sphere by a difference of 2 sphere, like that the particule
emitter is not in the sphere really, but in the hole inside the sphere...
but it doesn't work neither, the particules a still going through the
sphere :(, so i wonder what's wrong, and what i can do...
if anyone has an idea...
thk a lot
J-E
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"chtisaxo" <cht### [at] gmailcom> wrote:
> Hi everyone!
> I have some trouble with a particule systeme called "rune".
>
> So, I want to do a kind of power ball by putting a particule system in a
> sphere. I wrote in the particule parameters that the sphere will have to
> block the particules themselves, like that the particules shouldn't go out
> of the sphere, but it's not working. I thought that it was because the
> system was already un the sphere so it couldn't detect the collision, so i
> changed the sphere by a difference of 2 sphere, like that the particule
> emitter is not in the sphere really, but in the hole inside the sphere...
> but it doesn't work neither, the particules a still going through the
> sphere :(, so i wonder what's wrong, and what i can do...
> if anyone has an idea...
> thk a lot
> J-E
Actually, Rune is the guy who wrote the particle system. His site is:
http://runevision.com/3d/
I used it a few years ago to make an animation of a bagatelle board so it
should work for what you want. I wonder since your particles are inside the
sphere to start with you should use the Inverse keyword in the sphere.
Stephen
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if you want i can put the source i'm trying to render:
light_source {<-500,500,150> color rgb 1.3 }
camera {location <0,0,-5> look_at <0,0,0>}
// sphere which stop particules
#declare bloqueur =
sphere {
<0,0,0>, 2
clipped_by{sphere {<0,0,0>,1.8 inverse}}
}
// Include particle system include file
// ************************************
#include "particle.inc"
// Clock settings
// **************
#declare particle_start = -1;
#declare particle_end = 1.0;
#declare particle_cyclic = on;
#declare particle_steps = 20;
// General particle settings
// *************************
#declare particle_frequency = 10;
#declare particle_life = 1.5;
#declare particle_lifeturb = 0.0;
#declare particle_seed = 120;
//#declare particle_maxnumber = 50;
// Environment settings
// ********************
#declare particle_drag = 0.0;
#declare particle_transfer = 0.0;
#macro particle_gravity (Clock,Point) 0*y #end
#macro particle_wind (Clock,Point) <0,0,0> #end
// Emitter settings
// ****************
#macro particle_emitter (Clock) <0,0,0> #end
#macro particle_emitting (Clock) on #end
#macro particle_emitvect (Clock) <5,0,0> #end
#macro particle_emitturb (Clock) 0 #end
#macro particle_emitobj(Clock) sphere{<0,0,0>,1} #end
#macro particle_emitobjn (Clock) 1.2 #end
// Collision settings
// ******************
#declare particle_blockobj =bloqueur;
#declare particle_bounce = 0.5;
#declare particle_bounceturb = 0.5;
#declare particle_friction = 0.0;
#declare particle_bounceoffset = 0.1;
// Particle element macro (optional)
// *********************************
#include "glow.inc"
// These settings are constant in this example, so they can
// be #declared outside of the particle_element macro.
#declare glow_color = <2,2,0.5>/0.8;
#declare glow_colorturb = <0.3,0.3,0.3>;
#declare glow_size = 0.3;
#declare glow_samples = 5;
#macro particle_element ()
// Do things with the particle data here. Available data:
// p_id, p_random, p_location, p_direction, p_life,
// p_age, p_birth, p_state, p_rotate
glow_element()
#end
// Call particle system
// ********************
particle_system ("partsys")
so here it is.. i putted this inverse keyword, but it's still not working...
thx anyway for this very fast answer!
i hope you will be able to help me ;)
J-E
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From: Rune
Subject: Re: trouble with rune (particule system) and a sphere
Date: 25 Sep 2007 08:20:33
Message: <46f8fd11@news.povray.org>
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Clipped_by is not really the same as difference. Try to use instead:
#declare bloqueur =
difference {
sphere {<0,0,0>,2.0}
sphere {<0,0,0>,1.8}
}
I hope that helps.
Rune
--
http://runevision.com
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"chtisaxo" <cht### [at] gmailcom> wrote:
> if you want i can put the source i'm trying to render:
>
>
>
> light_source {<-500,500,150> color rgb 1.3 }
>
> camera {location <0,0,-5> look_at <0,0,0>}
>
>
> // sphere which stop particules
> #declare bloqueur =
> sphere {
> <0,0,0>, 2
> clipped_by{sphere {<0,0,0>,1.8 inverse}}
>
> }
[snip]
>>
> so here it is.. i putted this inverse keyword, but it's still not working...
> thx anyway for this very fast answer!
> i hope you will be able to help me ;)
> J-E
all the settings but try the small change below. Note that the inverse is
not in the clipped_by sphere.
// sphere which stop particules
#declare bloqueur =
sphere {
<0,0,0>, 2
clipped_by{sphere {<0,0,0>,1.8 }}
inverse
}
then incorporate it in your scene
Stephen
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ok, rune's solution is working quiet well,it's exactly what i wanted to do.
thanks a lot Stephen, to answer also, you were very efficent, thx to both
of you!
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