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Bill DeWitt wrote:
> Looks very similar to steam coming out of a cooling tower.
I guess it does. Maybe a texture change will enhance this effect. Thanks for the
comments!
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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Mahalis wrote:
> Nice! At the bottom you can really see the spheres, but the effect at the
> top is much more realistic.
Thanks! As with most particle simulations, more particles is almost always
desired.
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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> I liked it VERY much! I wonder if the effect would be enhanced if the
> spheres had some kind of slight transparency, and using more of them.
Thanks! The spheres get more transperent as they age, but I think they needed
more from the outset. The need for more particles is directly proportional to the
need for a faster computer, and unfortunately, 1800 particles tests my patience
as it is.
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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> 1800 particles tests my patience
I don't think that sounds like a whole lot.. That shouldn't take more than a
second to parse / recalculate..?
Regards,
Hugo
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Port the script to C or Perl, and you'll surprised how fast your computer
can calculate the animation data.
--
Apache
http://geitenkaas.dns2go.com/experiments/
apa### [at] yahoo com
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"Mark James Lewin" <m_j### [at] yahoo com au> wrote
> Reading data for 2000+ particles from file, calculating their next
positions, and
> writing them back to file is not a fast process. There comes a point where
the
> time needed for parsing thousands of particles becomes greater than
rendering a
> few dozen media filled spheres. And unfortunately, this type of smoke sim
needs
> _really_ high particle counts.
>
yeah - after I posted I started writing my own version and it's kinda-sorta
slow and doesn't look as good as yours
jim
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Apache wrote:
> Port the script to C or Perl, and you'll surprised how fast your computer
> can calculate the animation data.
Unfortunately, I don'y know either of these languages :-( Perhaps one day...
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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Hugo wrote:
> > 1800 particles tests my patience
>
> I don't think that sounds like a whole lot.. That shouldn't take more than a
> second to parse / recalculate..?
>
> Regards,
> Hugo
I am using pov script here. I would use a faster language if I knew how to
program in it. Ideally I would make my own patch for pov, but this is well beyond
my capabilities.
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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You need more particles <G>
Seriously, if you want me to take a crack at a particle plug in for Moray, I
might be able to convert it to C++.
Also, I wonder if this could be used for 'heat shimmer'. I was trying to
duplicate something a while ago with a hot exhaust that doesn't have smoke;
I was using spheres with some IOR set to them. Do you think this would
work?
== John ==
"Mark James Lewin" <m_j### [at] yahoo com au> wrote in message
news:3C95105D.BA4A1E76@yahoo.com.au...
> I was fixing my wind algorithm over the weekend, and decided to try some
smoke.
> Instead of the usual media filled spheres, or cunnngly textured spheres, I
> decided to try and use _lots_ of small spheres, just to see how it looked.
>
> There are about 1800 particles in any one frame (except the first few, of
> course), being blown about by a very turbulent wind. The texture is simply
rgb
> 0.5 with a transmit component based on particle age.
>
> Doing smoke this way is slow and not terribly effective; I think many more
> particles are needed to pull the effect off. See what you think.
>
> 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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"John D. Gwinner" wrote:
> Seriously, if you want me to take a crack at a particle plug in for Moray, I
> might be able to convert it to C++.
I don't use Moray, but thanks for the offer. At this stage though, I'm not
satisfied with the behaviour of some aspects of my system.
> Also, I wonder if this could be used for 'heat shimmer'. I was trying to
> duplicate something a while ago with a hot exhaust that doesn't have smoke;
> I was using spheres with some IOR set to them. Do you think this would
> work?
Possibly. It might be slow. If you only wanted the 'shadow' of the heat, you
could try no_image spheres. It'll be faster.
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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