POV-Ray : Newsgroups : povray.binaries.animations : Particle Demo, particles leaving objects Server Time
2 Nov 2024 15:25:24 EDT (-0400)
  Particle Demo, particles leaving objects (Message 1 to 5 of 5)  
From: Tim Nikias
Subject: Particle Demo, particles leaving objects
Date: 7 Dec 2001 06:18:24
Message: <3C10A46B.354F0752@gmx.de>
Another demonstration of what my system is capable of.

The particles are actually meant to be amounts of color, and each
time they hit, they paint the wall, but also shrink in size, as painting

the wall requires some amount of the paint!

The animation took near to 2 seconds on parsing in the beginning,
where particles haven't rebounced much, but grew to about
1 minute in parsing as lots of rebounces where calculated.
Tracing was always around ten seconds, since there's no complex
texturing, lighting etc.

A drawback I've found, is that the objects a particle may leave behind
when hitting a wall has to be of the same as the particle itself
(talking about blob's here), and I'm looking if there is a useful way
of keeping track of the rebounce-positions and calling the
placement-macro later. Though that could consume quiete some RAM...

I'm open for suggestions!

Tim


Post a reply to this message


Attachments:
Download 't_3.mpg' (331 KB)

From: Nekar Xenos
Subject: Re: Particle Demo, particles leaving objects
Date: 7 Dec 2001 06:48:34
Message: <3c10ac92@news.povray.org>
Wow!

Now you can splash paint all over the place without worrying about cleaning it
up   ;)

Now to make it drip by adding cohesion....

--
- Nekar

http://nekar_xenos.tripod.com/metanoia/


Post a reply to this message

From: Rune
Subject: Re: Particle Demo, particles leaving objects
Date: 7 Dec 2001 13:42:38
Message: <3c110d9e@news.povray.org>
"Tim Nikias" wrote:
> Another demonstration of what my system is capable of.

Very nice! :)

> The animation took near to 2 seconds on parsing in the
> beginning, where particles haven't rebounced much, but
> grew to about 1 minute in parsing as lots of rebounces
> where calculated.

See, that's where I/O based systems are very different. The speed in those
are dependent almost only on the amount of particles currently alive while
the previous actions of the particles are irrelevant. Thus, if the amount of
particles is constant in the entire animation, then the parsing speed will
also be more or less constant.

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

From: Mark James Lewin
Subject: Re: Particle Demo, particles leaving objects
Date: 10 Dec 2001 16:24:41
Message: <3C152488.EA340E05@yahoo.com.au>
This looks great!

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

From: Tim Nikias
Subject: Re: Particle Demo, particles leaving objects
Date: 10 Dec 2001 17:19:25
Message: <3C153489.EF95B32@gmx.de>
> This looks great!
>

Thanks!

I'm currently implementing some new algorithms, in order to have differently
sized particle rebounce properly. If I get to it, someday soon I'll post a new
version of this one. The particles should get smaller and smaller the more
paint they leave behind. We'll see.

Tim


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.