POV-Ray : Newsgroups : povray.binaries.animations : particle system liquid (358kb mpeg) Server Time
19 Jul 2024 19:21:24 EDT (-0400)
  particle system liquid (358kb mpeg) (Message 1 to 6 of 6)  
From: Mark James Lewin
Subject: particle system liquid (358kb mpeg)
Date: 28 Feb 2002 19:31:39
Message: <3C7ECB0A.292B0693@yahoo.com.au>
After tinkering with may particle system, I came up with this. It's not perfect,
but after days of debugging code to prevent the particles falling through the
corner of the container (part of the problem was with #write, see
povray.beta-test), I thought I'd post my efforts.

I don't think the volume is conserved toward the end, and this aspect needs work.
The droplets are too large, and I would like to make them smaller, but this would
mean more particles needed. I would have also liked to keep adding them to fill
the container, but this to requires lots of particles, and my patience is not up
to that sort of wait. There are about 250 particles in there at the moment.

See what you think. Comments are more than welcome.

MJL

--
text{ttf"timrom.ttf"concat(#local O=1;#while(O<7)chr(val(substr(concat(#local Q=
1;#while(Q<7)str(asc(substr("???<?>",Q,1))-56,0,0),#local Q=Q+1;#end""),O,2))),#
local O=O+2;#end"").1,0pigment{rgb 9}translate-<1,.3,-2>} // MJL


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Attachments:
Download 'liquid.mpg' (358 KB)

From: Thomas Lake
Subject: Re: particle system liquid (358kb mpeg)
Date: 28 Feb 2002 20:59:06
Message: <3c7ee06a$1@news.povray.org>
wow looks very promissing! I especially like the continer you've chosen to
show it off. I love the recent particle/water and cloth simulations people
have been working on, keep up the good work!! What I would really love to
see is someone combine these two simulations, make a water-cloth animation.


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From: Mark James Lewin
Subject: Re: particle system liquid (358kb mpeg)
Date: 28 Feb 2002 22:28:59
Message: <3C7EF4AE.7CE66C01@yahoo.com.au>
Thank you! Particle/Cloth simulations are impossible for me, as my system does
not support moving environments. Oh, and don't have acess to a 3.5 compatible
cloth system either.

MJL

--
text{ttf"timrom.ttf"concat(#local O=1;#while(O<7)chr(val(substr(concat(#local Q=
1;#while(Q<7)str(asc(substr("???<?>",Q,1))-56,0,0),#local Q=Q+1;#end""),O,2))),#
local O=O+2;#end"").1,0pigment{rgb 9}translate-<1,.3,-2>} // MJL


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From: Apache
Subject: Re: particle system liquid (358kb mpeg)
Date: 28 Feb 2002 23:12:09
Message: <3c7eff99$1@news.povray.org>
I started my cloth activities in 3.5 at first. But that was way too slow. I
switched to C. Maybe you should do that too. Using C/C++ working with 25000
particles can be faster than working with 250 particles in POV script   :-(
Maybe someone should write a povscript compiler?  :-)


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From: Mark James Lewin
Subject: Re: particle system liquid (358kb mpeg)
Date: 1 Mar 2002 00:09:51
Message: <3C7F0C52.81EC8B05@yahoo.com.au>
Apache wrote:

> I started my cloth activities in 3.5 at first. But that was way too slow. I
> switched to C. Maybe you should do that too. Using C/C++ working with 25000
> particles can be faster than working with 250 particles in POV script   :-(
> Maybe someone should write a povscript compiler?  :-)

A good idea except I don't know C/C++ at all. Particles that do not interact with
other particles are fast enough with POV script for me, but for interacting
particles, maybe I'll have to learn another language :-).

A povscript compiler would be raytracing heaven...

MJL

--
text{ttf"timrom.ttf"concat(#local O=1;#while(O<7)chr(val(substr(concat(#local Q=
1;#while(Q<7)str(asc(substr("???<?>",Q,1))-56,0,0),#local Q=Q+1;#end""),O,2))),#
local O=O+2;#end"").1,0pigment{rgb 9}translate-<1,.3,-2>} // MJL


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From: Sir Charles W  Shults III
Subject: Re: particle system liquid (358kb mpeg)
Date: 5 Mar 2002 15:09:55
Message: <3c852613$1@news.povray.org>
On this animation, I am impressed with the overall appearance, but I had
a thought.  What if you start "filling" the bottom with a liquid level, like
a sine surface?  Now you can fake the number of spheres down to a reasonable
number as the liquid level grows.  Just remember that the volume is going to
increase more slowly by the factor of 1/2 over time, due to the wedge shape,
and you can make it a linear level algorithm.

Cheers!

Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip


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