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I made some more experiments and added mesh creation routines for the
grid.
The first animation shows a line of masses forming some rope or chain.
The second one is a grid showing the outline mesh. The connections are
more stiff, but still not realistic for most real life materials,
furthermore overall density of the body is quite low.
Speed of the system is quite painfully slow so it will really be helpful
coding it as a POV-Ray patch instead.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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That's possibly the most pleasing ball animation you've posted so far!
> Speed of the system is quite painfully slow so it will really be helpful
> coding it as a POV-Ray patch instead.
Will you do that? It would be really great!
I don't see the actual syntax in my imagination yet.. So far there are no
build-in features in POV that relates only to animation, unless you count
the clock variable.. But it will be interesting to see this develop.
Regards,
Hugo
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Hugo wrote:
>
> [...]
>
> I don't see the actual syntax in my imagination yet.. So far there are no
> build-in features in POV that relates only to animation, unless you count
> the clock variable.. But it will be interesting to see this develop.
I plan to have a block in global_settings - just like radiosity for
example - to set the simulation parameters and starting conditions and
make the simulation data (i.e. positions and velocities) available in the
POV-Script with some function. I have not yet written such a complicated
patch in the past, but from what i have seen in the POV-Ray 3.1 code this
should be feasible. There should also be save_file/load_file options to
use data from the last frame and save it for the next.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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On Wed, 05 Jun 2002 17:55:14 +0200, Christoph Hormann <chr### [at] gmxde>
wrote:
> I plan to have a block in global_settings - just like radiosity for
> example - to set the simulation parameters and starting conditions and
> make the simulation data (i.e. positions and velocities) available in the
> POV-Script with some function.
Good idea unless you don't limit it for one system per scene. Otherwise what
about animated eschered scenes where everything fails in different directions?
The thing I like in Rune's particle system is that it allows more systems per
scene.
ABX
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>
> > I plan to have a block in global_settings - just like radiosity for
> > example - to set the simulation parameters and starting conditions and
> > make the simulation data (i.e. positions and velocities) available in the
> > POV-Script with some function.
>
> Good idea unless you don't limit it for one system per scene. Otherwise what
> about animated eschered scenes where everything fails in different directions?
> The thing I like in Rune's particle system is that it allows more systems per
> scene.
I don't see much sense in having several systems per scene as long as you
can define all parameters (like gravitation and material properties) on a
per object basis. The only restriction would be that the integration
parameters (method, timesteps) would be identical for all objects. Note
that this project differs quite significantly from Rune's, it is meant to
simulate real physics, having two systems in the same scene not related to
each other at all would be quite contradictory.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 02 Jun. 2002 _____./\/^>_*_<^\/\.______
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Bravo! Thanks for doing the mesh, Christoph! I really like both of these. :)
By the way, would it be possible to "drape" a string of points like the one
you did over an environment? That would allow things like adding power
cables and other wires very easily. :)
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