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I think it looks really good, with that sticking together
and splatternig apart going on. Did a good job there, and
looks much better than the first post (which was a little
distracting, with all those cones showing the direction...)
Tim
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From: Rick [Kitty5]
Subject: Re: Improved and final goo (802kb file)
Date: 12 Dec 2001 06:41:36
Message: <3c174270@news.povray.org>
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"Tim Nikias" <Tim### [at] gmxde> wrote in message
news:3C16E741.A13DD1F1@gmx.de...
> I think it looks really good, with that sticking together
> and splatternig apart going on. Did a good job there, and
> looks much better than the first post (which was a little
> distracting, with all those cones showing the direction...)
I liked the cones :) - they should be a feature in every particle system
--
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
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> This is my final attempt , partly because of the outrageous render
time, and
> partly because I want to try some new stuff.. I think it is an improvement
on the
> last one. Now the particles splash when they hit the ground plane, which I
think
> is a nice effect. The cohesive force used is similar to the last
animation; same
> attractivity, but (much) more repulsion. This means the particles compress
less,
> but the parse time has been increased by a factor of five (five
itterations per
> frame instead of one). This is to prevent the whole system practically
exploding
> when particles come too close to one another.
looks great!! What was the render time, and what cpu have you? - i am sure
someone will be very pleased to render a nice big one for you in exchange
for getting to peek at your code :)
--
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
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That's not too difficult to implement, as I would guess doing something like
cone{Position,Radius Position+Direction*Velocity,0}
isn't that difficult to smuggle into the code somewhere...
Tim
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It looks like 'purple squishy stuff' alright.
You could show it flowing into a cup at the 'quick E mart' <G>
== John ==
"Mark James Lewin" <m_j### [at] yahoocomau> wrote in message
news:3C16977B.565370B7@yahoo.com.au...
> This is my final attempt , partly because of the outrageous render
time, and
> partly because I want to try some new stuff.. I think it is an improvement
on the
> last one. Now the particles splash when they hit the ground plane, which I
think
> is a nice effect. The cohesive force used is similar to the last
animation; same
> attractivity, but (much) more repulsion. This means the particles compress
less,
> but the parse time has been increased by a factor of five (five
itterations per
> frame instead of one). This is to prevent the whole system practically
exploding
> when particles come too close to one another.
>
> Comments, criticisms, suggestions always welcome.
>
> 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
>
>
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Thank you. In defense of the cones, they can help me spot problems, but yes,
blobs look much better.
MJL
Tim Nikias wrote:
> I think it looks really good, with that sticking together
> and splatternig apart going on. Did a good job there, and
> looks much better than the first post (which was a little
> distracting, with all those cones showing the direction...)
>
> Tim
--
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
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"Rick [Kitty5]" wrote:
> looks great!! What was the render time, and what cpu have you? - i am sure
> someone will be very pleased to render a nice big one for you in exchange
> for getting to peek at your code :)
Thanks! The render time was (gulp) about 4 days, admittedly done mostly with low
priority on a 233MHz machine. I have an 800MHz machine sitting idle at the
moment, but it won't be for long...
My code is nasty and inefficient, and is getting an overhaul over Christmas.
Perhaps I'll get a mammoth scene together during that time, and be would be most
grateful for any offers to speed up the render if need be :-)
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
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Yes, very easy indeed. My system was designed to be flexible in this regard. The
user (ie me :-) gets given particle position and velocity. It's then up to them
to do what they want with it. I have a few standard display options at the
moment, and just add or modify them as I need.
MJL
Tim Nikias wrote:
> That's not too difficult to implement, as I would guess doing something like
>
> cone{Position,Radius Position+Direction*Velocity,0}
>
> isn't that difficult to smuggle into the code somewhere...
>
> Tim
--
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
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"John D. Gwinner" wrote:
> It looks like 'purple squishy stuff' alright.
>
> You could show it flowing into a cup at the 'quick E mart' <G>
Thanks. Flowing into something is a natural progression for the system. I don't
like the thought of the render time though.
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
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I wrote:
> My code is nasty and inefficient
or my particles are... I found one rogue particle that was hell bent on finding its
way through that ground plane, and slowing the whole render down as it went.
Deleting that one particle has increased the speed of the render by at least a
factor of three for the last couple of frames.
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
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