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Here is an animation of the algorithm I proposed in advanced-users.
news://news.povray.org:119/chrishuff-87319E.20180303122002@netplex.aussie.org
It is a water drop that has been excited with some crazy surface waves.
The basic point is that the damping and attraction terms in the model
eliminate some of the computational problems associated with "stiff"
long-range forces (like gravity with it's 1/r^2 attraction) and point
particles. The "binding force" is weakly attractive at large distances
and weakly repulsive at short distances which is similar to how
molecules attract each other. The damping removes energy from the
system and does not allow computational errors to be magnified into
run-away particles that are "accumulating
velocities that exceed light :-P"
Anyway, the water is too lumpy. I think I have a much better algorithm
for simulating liquids based on a mesh-like description, but I am not
sure how easy it would be to implement.
I hope you are suitably underwhelmed. :)
- ben
P.S. I'll post the POV files in p.b.scene-files, though I think it's a
pretty silly rule. Already someone has to check three different threads
to follow this little comment...
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Attachments:
Download 'temp3.avi.dat' (116 KB)
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I implemented your suggestion, and it worked quite well.
as soon as I finish getting the animation options to work I'll
post an example, I imagine that when I animate it instead of
viewing only still frames, I'll achieve something similar to
what you have.
thanks for the help btw
--
Kevin
http://www.geocities.com/qsquared_1999/
#macro _(r)#if(r<12)#local i=asc(substr("oqshilacefg",r,1))-97;
disc{<mod(i,7)-3,div(i,7)-1,6>,z,.4pigment{rgb 10}}_(r+1)
#end#end _(1)//KL
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