POV-Ray : Newsgroups : povray.binaries.animations : Centrifuge 2 (Inertia) Server Time
19 Jul 2024 19:16:51 EDT (-0400)
  Centrifuge 2 (Inertia) (Message 1 to 8 of 8)  
From: Tim Nikias
Subject: Centrifuge 2 (Inertia)
Date: 14 Mar 2002 15:39:17
Message: <3C910A24.13BCA0D3@gmx.de>
So, instead of using calculated centrifuge forces
(which will be named path-normals, which defines
better what they are), I used the inertia-calculating
method Rune mentioned in reply to my fist
centrifuge animation.

It was some fiddling with the internal algorithms, since
calculating speed of splines/macros/translation/rotations
isn't as easy as one might expect, if we want things
to stay in scale.

But I managed it, as you can see. Reason is, I'm
pretty firm in my own system by now... ;-)

Inertia now adds 75 percent of speed and direction
to the original direction and speed of a particle,
which would be outwards from the actual
path taken.

Comments, suggestions, criticism?

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html


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Attachments:
Download 'inertia.mpg' (321 KB)

From: Mark James Lewin
Subject: Re: Centrifuge 2 (Inertia)
Date: 14 Mar 2002 17:09:11
Message: <3C911EB9.CE9559B1@yahoo.com.au>
Looks nice. You might like to try omitting the grey spline, and have the camera follow
behind the white glow. The effect should be similar to what you were trying to achieve
earlier (ie the glass of water and the turning car).

MJL

--
prism{0,.1,30#local I=1;#while(I<30)#local B=asc(substr(// Mark James Lewin
"#K?U_u`V[RG>3<9DGPL.0EObkcPF'",I,1))-33;<div(B,10)-4mod(B,10)+5*div(I,21)-
6>#local I=I+1;#end,-4pigment{rgb 9}rotate-x*90translate 15*z}//POV-Ray 3.5


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From: Rune
Subject: Re: Centrifuge 2 (Inertia)
Date: 14 Mar 2002 17:31:07
Message: <3c9124ab@news.povray.org>
"Tim Nikias" wrote:
> So, instead of using calculated centrifuge forces
> (which will be named path-normals, which defines
> better what they are), I used the inertia-calculating
> method Rune mentioned in reply to my fist
> centrifuge animation.

Very nice!

This is also how it works in reality.

> Inertia now adds 75 percent of speed and
> direction to the original direction and speed
> of a particle, which would be outwards from the
> actual path taken.

I think I mentioned something about using inertia as a percentage (as you
have done), but at second thought I think that's wrong. In reality inertia
is always 100%, but particles may be slowed down quickly due to air
resistance. Maybe you could try that. :)

My own tests with 100% inertia combined with air resistance give nice
results.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: RAY
Subject: Re: Centrifuge 2 (Inertia)
Date: 14 Mar 2002 22:52:11
Message: <3c916feb@news.povray.org>
> So, instead of using calculated centrifuge forces
> (which will be named path-normals, which defines
> better what they are), I used the inertia-calculating
> method Rune mentioned in reply to my fist
> centrifuge animation.
I know I couldn't do that with my (somewhat complete) particle system
> It was some fiddling with the internal algorithms, since
> calculating speed of splines/macros/translation/rotations
> isn't as easy as one might expect, if we want things
> to stay in scale.
>
> But I managed it, as you can see. Reason is, I'm
> pretty firm in my own system by now... ;-)
>
> Inertia now adds 75 percent of speed and direction
> to the original direction and speed of a particle,
> which would be outwards from the actual
> path taken.
>
> Comments, suggestions, criticism?
Cool idea: have the camera follow the glow (spark, whatever) on the inertia
course flying through the particles.


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From: Tim Nikias
Subject: Re: Centrifuge 2 (Inertia)
Date: 15 Mar 2002 00:19:26
Message: <3C918483.2E894235@gmx.de>
> Cool idea: have the camera follow the glow (spark, whatever) on the inertia
> course flying through the particles.

I'll try that for the next post...

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html


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From: Tim Nikias
Subject: Re: Centrifuge 2 (Inertia)
Date: 15 Mar 2002 00:20:16
Message: <3C9184B5.E1BBCDEB@gmx.de>
> Looks nice. You might like to try omitting the grey spline, and have the camera
follow
> behind the white glow. The effect should be similar to what you were trying to
achieve
> earlier (ie the glass of water and the turning car).
>

As mentioned in reply to RAY's post, I'll try that on the
next animation when I'm using inertia.
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html


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From: Tim Nikias
Subject: Re: Centrifuge 2 (Inertia)
Date: 15 Mar 2002 00:25:40
Message: <3C9185F9.AA3C33A7@gmx.de>
>
> Very nice!
>

Thanks!

>
> This is also how it works in reality.
>
> > Inertia now adds 75 percent of speed and
> > direction to the original direction and speed
> > of a particle, which would be outwards from the
> > actual path taken.
>
> I think I mentioned something about using inertia as a percentage (as you
> have done), but at second thought I think that's wrong. In reality inertia
> is always 100%, but particles may be slowed down quickly due to air
> resistance. Maybe you could try that. :)
>
> My own tests with 100% inertia combined with air resistance give nice
> results.
>

Perhaps you got me wrong, or I didn't explain good enough. In order
to have particles move at least a little their original direction, I add
the inertia-vector using a percentage of 50%. This means, that
the actual direction is deriven to 50% by the original direction, and
to 50 percent by the inertia-vector. Using a 100%-Inertia-Effect
would mean they have no own speed and direction whatsoever.

As for the air-resistance, that should be taken into account for when
using the global-wind-settings. It's not that easily described algorithmically

when using a non I/O system, keeping track of speed and headings
isn't really trivial in such a case (using I/O, you can look at the speed and
simply scale it down, if you want to, for non I/O, I'd had to calculate
and remember when I did that at all times.)

But it looks more realistic, I agree on that.

Thanks for you help!
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html


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From: Rune
Subject: Re: Centrifuge 2 (Inertia)
Date: 15 Mar 2002 19:00:48
Message: <3c928b30$1@news.povray.org>
"Tim Nikias" wrote:
> Perhaps you got me wrong, or I didn't explain good enough.
> In order to have particles move at least a little their
> original direction, I add the inertia-vector using a
> percentage of 50%. This means, that the actual direction
> is deriven to 50% by the original direction, and to 50
> percent by the inertia-vector. Using a 100%-Inertia-Effect
> would mean they have no own speed and direction whatsoever.

When something is affected by several forces, the forces are added together,
not averaged.

Look forward to see the further development. :)

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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