|
|
So, here I've tried something new.
The particles start at a point (I know, not too realistic, a hose or so
would have been nice, but its bug-testing I'm doing, not final
rendering)
and head for the Tim-Bezier-Spline. I've implemented an algorithm which
tries to shoot the particles at a given designation with given speed,
since
using a direction-vector like:
vlength(Target_Pos-Initial_Pos)
doesn't take gravity into consideration.
After that, the particles race on, smashing against the walls (I like
the
realistic particle movement in the only real corner of the image, way
in the back). You've got to notice that ceiling and floor have a
different
friction than the walls, since I wanted to prevent particles from flying
about
too crazy.
Hope you enjoy it!
Post a reply to this message
Attachments:
Download 't_2.mpg' (317 KB)
|
|
|
|
I like the effect. I could imagine a scene where somebody is hosing something down. It
looks like all the particles fall just short of going through that spline.
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
|
|
|
|
> It looks like all the particles fall just short of going through that spline.
They are. The algorithm tries to shoot them exactly, but really exactly is
not possible to solve. Also, the speed has to be large enough, to get very
near the spline.
It's like trying to aim, rather than aiming really accurately.
Tim
Post a reply to this message
|
|