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The same animation as posted a few days ago, but this shows the particle cohesion
a little better. This time it's with purple blobs. The particles are smaller than
the previous attempt but this is only a display thing; I save particle data for
each frame so that re-renders are quicker and a re-render of any particular frame
on its own is possible. This is helpful when using particle interactions, as
these can be _very_ slow.
Comments, criticisms?
MJL
--
light_source{12*(y-z)rgb 2fade_distance 9fade_power 2area_light x,z,5,5}#macro A
(H,B,R,T)prism{0,1H+4,0u*9,9v*9,0#local I=1;#while(I<H)#local V=asc(substr(B,I,1
))-33;<div(V,10)mod(V,10)>#local I=I+1;#end pigment{red 1}rotate-<90,R>translate
-T}#end A(16"/.@VZno=<PLA89/"0,5*x)A(14",6;MWmhryXN3,"60<15,0,8>)camera{location
25*(y-z)look_at 0}A(8"6hiAG=6"-60,-10*x)box{-99(x+z)*99 pigment{rgb 1}} // MJL
Post a reply to this message
Attachments:
Download 'pgoo.mpg' (679 KB)
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Mark James Lewin wrote:
>
> The same animation as posted a few days ago, but this shows the particle cohesion
> a little better. This time it's with purple blobs. The particles are smaller than
> the previous attempt but this is only a display thing; I save particle data for
> each frame so that re-renders are quicker and a re-render of any particular frame
> on its own is possible. This is helpful when using particle interactions, as
> these can be _very_ slow.
>
> Comments, criticisms?
>
I like it, but the inter particle forces seem to work on a quite long
distance which does not look very realistic.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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> The same animation as posted a few days ago, but this shows the particle
cohesion
> a little better. This time it's with purple blobs. The particles are
smaller than
> the previous attempt but this is only a display thing; I save particle
data for
> each frame so that re-renders are quicker and a re-render of any
particular frame
> on its own is possible. This is helpful when using particle interactions,
as
> these can be _very_ slow.
>
> Comments, criticisms?
you seem to end up with a lot less goo than you started with
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
Post a reply to this message
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"Mark James Lewin" wrote:
> The same animation as posted a few days ago, but this
> shows the particle cohesion a little better.
It's much more visible now, and looks rather cool!
However, I think the repulsion is too weak compared to the attraction. The
result is that it looks like it is being compressed to a fraction of the
space it occupies in the start. I get the feeling "hey, where did all the
particles go?".
> I save particle data for each frame so that re-renders
> are quicker and a re-render of any particular frame
> on its own is possible.
How much disc space does that take in total?
(And how many particles and how many frames do you use?)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
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I think this will be a matter of fine tuning.
MJL
Christoph Hormann wrote:
>
>
> I like it, but the inter particle forces seem to work on a quite long
> distance which does not look very realistic.
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmxde>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
--
light_source{12*(y-z)rgb 2fade_distance 9fade_power 2area_light x,z,5,5}#macro A
(H,B,R,T)prism{0,1H+4,0u*9,9v*9,0#local I=1;#while(I<H)#local V=asc(substr(B,I,1
))-33;<div(V,10)mod(V,10)>#local I=I+1;#end pigment{red 1}rotate-<90,R>translate
-T}#end A(16"/.@VZno=<PLA89/"0,5*x)A(14",6;MWmhryXN3,"60<15,0,8>)camera{location
25*(y-z)look_at 0}A(8"6hiAG=6"-60,-10*x)box{-99(x+z)*99 pigment{rgb 1}} // MJL
Post a reply to this message
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Yes, it appears so :-(. I have found the error (particle repulsion max is too
low).
MJL
"Rick [Kitty5]" wrote:
>
> you seem to end up with a lot less goo than you started with
>
> --
>
> Rick
>
> Kitty5 WebDesign - http://Kitty5.com
> POV-Ray News & Resources - http://Povray.co.uk
> TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
>
> PGP Public Key
> http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
--
light_source{12*(y-z)rgb 2fade_distance 9fade_power 2area_light x,z,5,5}#macro A
(H,B,R,T)prism{0,1H+4,0u*9,9v*9,0#local I=1;#while(I<H)#local V=asc(substr(B,I,1
))-33;<div(V,10)mod(V,10)>#local I=I+1;#end pigment{red 1}rotate-<90,R>translate
-T}#end A(16"/.@VZno=<PLA89/"0,5*x)A(14",6;MWmhryXN3,"60<15,0,8>)camera{location
25*(y-z)look_at 0}A(8"6hiAG=6"-60,-10*x)box{-99(x+z)*99 pigment{rgb 1}} // MJL
Post a reply to this message
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Rune wrote:
> It's much more visible now, and looks rather cool!
Thank you!
>
>
> However, I think the repulsion is too weak compared to the attraction. The
> result is that it looks like it is being compressed to a fraction of the
> space it occupies in the start. I get the feeling "hey, where did all the
> particles go?".
You are right. I set my max repulsion too low. When I get a better example, I'll
post it.
>
>
> > I save particle data for each frame so that re-renders
> > are quicker and a re-render of any particular frame
> > on its own is possible.
>
> How much disc space does that take in total?
> (And how many particles and how many frames do you use?)
For that animation, there were 500 particles. Each frame of data took up ~ 32kb.
The animation I sent had 400 frames (from memory. I rendered 500, but the last
100 or so were uneventful), so that's about 12.5 Mb. The way I save my data could
be more efficient, but it works for now. I originally wrote this part of my
system to save time. Not having to recalculate particle interaction cut the
render time down by three quarters. I think this is a good trade-off.
MJL
--
light_source{12*(y-z)rgb 2fade_distance 9fade_power 2area_light x,z,5,5}#macro A
(H,B,R,T)prism{0,1H+4,0u*9,9v*9,0#local I=1;#while(I<H)#local V=asc(substr(B,I,1
))-33;<div(V,10)mod(V,10)>#local I=I+1;#end pigment{red 1}rotate-<90,R>translate
-T}#end A(16"/.@VZno=<PLA89/"0,5*x)A(14",6;MWmhryXN3,"60<15,0,8>)camera{location
25*(y-z)look_at 0}A(8"6hiAG=6"-60,-10*x)box{-99(x+z)*99 pigment{rgb 1}} // MJL
Post a reply to this message
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