POV-Ray : Newsgroups : povray.binaries.animations : Continued cloth experiments (quicktime ~450 kb) Server Time
20 Jul 2024 05:25:38 EDT (-0400)
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From: blessing
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 06:20:48
Message: <3bfcdf90@news.povray.org>
whoa... man thats realistic!
amazing.

G

ricky <reu### [at] chorusnet> wrote in message
news:3BFC675F.89CB5B68@chorus.net...
> AAAAAAHHHHHHHH!!!!!!!!!!!!!!
> MY NEWS PROGRAM IS OBVIOUSLY NOT WORKING!!!!!
>
> With my old program though, here's the animation I was trying to post.
> Sorry!
>
>  - Rico
>


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From: Rick [Kitty5]
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 06:55:33
Message: <3bfce7b5@news.povray.org>
very sweet - nice work


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Rick

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From: Reusser
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 07:34:33
Message: <221120010632075609%reu1000@chorus.net>
In article <3bfce7b5@news.povray.org>, Rick [Kitty5] <ric### [at] kitty5com>
wrote:

> very sweet - nice work

Thank you all, despite the fact that I JUST LET AN ANIMATION RENDER ALL
NIGHT AFTER I NORMALIZED THE WRONG VECTORS (the uv vectors)!! 
AAAAHHHHH!!!!!  Sometimes I feel like my computer has turned against
me.  Oh well...

 - Rico


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From: Chaps
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 08:00:36
Message: <3bfcf6f4@news.povray.org>
Hi,

I am very interested in your experiments. Sinc I saw your first animation I
have tried to do the same. I've got some results, but the parsing time is
huuuuuuuuuuuuuge. how do you handle that?

On my side I've started to write an external utility in C++ that can perform
the cloth animation and provide mesh2 objects at each clock steps. However,
I've still many "open points" like synchronizing the rendering and my
utility program, input the cloth description from a union of bicubic
patches...

Chaps.

"Reusser" <reu### [at] chorusnet> wrote in message
news:211120012034559380%reu### [at] chorusnet...
> The file was deeply buried in some folder for the past few months, but
> it finally hit me how to turn it into a smooth mesh and how to do the
> uv mapping.  Here's a "quick" render of the cloth that took a little
> over an hour to do.  The only problem I can directly see is the fact
> that the edge row of triangles has slightly messed up normal vectors,
> but I can fix that with a little bit of work.  Next on the list of
> features is attachment and wind.  Any comments or suggestions?
>
>  - Rico


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From: Reusser
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 10:10:28
Message: <221120010908005894%reu1000@chorus.net>
In article <3bfcf6f4@news.povray.org>, Chaps <cha### [at] yahoocom> wrote:

> I am very interested in your experiments. Sinc I saw your first animation I
> have tried to do the same. I've got some results, but the parsing time is
> huuuuuuuuuuuuuge. how do you handle that?

I've wondered the same.  The cloth patches for pov-ray seem to be far,
far faster than I can manage to make mine.  I'm can't help but wonder
exactly how they are speeding things up.  Most likely it's just a lot
faster not in pov-ray code. (?)  I have simplified things as much as I
can, so I don't think I can speed it up too much more.  All I can
really to do help the parsing time is just do low quality versions with
the high-quality versions going overnight or when I'm gone.  

> On my side I've started to write an external utility in C++ that can perform
> the cloth animation and provide mesh2 objects at each clock steps. However,
> I've still many "open points" like synchronizing the rendering and my
> utility program, input the cloth description from a union of bicubic
> patches...

For mine, I have just been using megapov's persistent variables to
store variables from one frame to the next.  It's been working pretty
well for me.  Is the C++ version siginificantly faster?  

 - Rico


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From: Markus Becker
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 10:58:20
Message: <3BFD215F.DB7D7FD9@aicoss.de>
Reusser wrote:
> 
> Thank you all, despite the fact that I JUST LET AN ANIMATION RENDER ALL
> NIGHT AFTER I NORMALIZED THE WRONG VECTORS (the uv vectors)!!
> AAAAHHHHH!!!!!  Sometimes I feel like my computer has turned against
> me.  Oh well...

That's the problem with computers: They don't do what you
_want_ them to do, but they do what you _tell_ them to do!

:-))

Markus


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From: Tom Bates
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 11:19:34
Message: <3bfd2596$1@news.povray.org>
Certainly a unique variation on the "reflective sphere on checkered plane"
motif.

I am extremely impressed at the natural-looking movement of the cloth.

Tom Bates


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From: Chaps
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 12:14:39
Message: <3bfd327f$1@news.povray.org>
"Reusser" <reu### [at] chorusnet> wrote in message
news:221120010908005894%reu### [at] chorusnet...
> In article <3bfcf6f4@news.povray.org>, Chaps <cha### [at] yahoocom> wrote:
>
> > I am very interested in your experiments. Sinc I saw your first
animation I
> > have tried to do the same. I've got some results, but the parsing time
is
> > huuuuuuuuuuuuuge. how do you handle that?
>
> I've wondered the same.  The cloth patches for pov-ray seem to be far,
> far faster than I can manage to make mine.  I'm can't help but wonder
> exactly how they are speeding things up.  Most likely it's just a lot
> faster not in pov-ray code. (?)  I have simplified things as much as I
> can, so I don't think I can speed it up too much more.  All I can
> really to do help the parsing time is just do low quality versions with
> the high-quality versions going overnight or when I'm gone.
>
My idea, for this point is to use the same algorithm for any piece of cloth.
To do so I create an object that is very similar to a mesh2 sructure. The
first atempt create the cloth object using 4 corners, a number of rows, a
number of columns, a "depth" (a point behaviour depend on its direct
neighbours, or neighbours of neighbours...), weight and viscosity. What I
would like to do with patches, is to start from a more sophisticated shape
(a shirt or a dress for example).
It is affected today by gravity, and a list of still objects (torus,
sphere,cylinder and box). I'd like to add wind interaction, objects with
movement, and CGS.

> > On my side I've started to write an external utility in C++ that can
perform
> > the cloth animation and provide mesh2 objects at each clock steps.
However,
> > I've still many "open points" like synchronizing the rendering and my
> > utility program, input the cloth description from a union of bicubic
> > patches...
>
> For mine, I have just been using megapov's persistent variables to
> store variables from one frame to the next.  It's been working pretty
> well for me.  Is the C++ version siginificantly faster?

It is faster. But today I do not read the scene from any file, it is all
"hard coded" in the main program. Nevertheless, I've prepared all objects in
order to be abble to build a dynamic scene from an external simplified pov
file. Let's see when everything is completed.
>
>  - Rico


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From: Tony[B]
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 14:13:27
Message: <3bfd4e57@news.povray.org>
Not too shabby! Cool even. :)


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From: Marc van den Dikkenberg
Subject: Re: Continued cloth experiments (quicktime ~450 kb)
Date: 22 Nov 2001 18:18:40
Message: <Nob9O5J0Gc35RVFDHpILhas9cmAO@4ax.com>
On Thu, 22 Nov 2001 06:32:07 -0600, Reusser <reu### [at] chorusnet> wrote:

>In article <3bfce7b5@news.povray.org>, Rick [Kitty5] <ric### [at] kitty5com>
>wrote:
>
>> very sweet - nice work
>
>Thank you all, despite the fact that I JUST LET AN ANIMATION RENDER ALL
>NIGHT AFTER I NORMALIZED THE WRONG VECTORS (the uv vectors)!! 
>AAAAHHHHH!!!!!  Sometimes I feel like my computer has turned against
>me.  Oh well...

Hehe.

I once had POV render all night to find out in the morning that I
accidentally had an object rotate 1 degree instead of 360, so I ended up
with a hunderd almost identical images. :->

-- 
Marc van den Dikkenberg
--
The PowerBasic Archives -- http://www.xlsior.org


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