POV-Ray : Newsgroups : povray.binaries.animations : Wild Hose Server Time
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From: Rune
Subject: Re: Wild Hose
Date: 18 Feb 2001 17:58:42
Message: <3a9053a2$1@news.povray.org>
"Setepenaset" wrote:
> I can't speak for anyone else, but, as far as I'm concerned,
> you could post three or four of those every day. :-)
> I like them a lot!

Thank you! :)

Rune
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From: Christoph Hormann
Subject: Re: Wild Hose
Date: 18 Feb 2001 18:19:59
Message: <3A9058A0.F0A593D3@gmx.de>
Rune wrote:
> 
> Sorry, but that's way beyond the scopes of what I'm doing.
> I'll maybe do some very crude collision detection with objects, but no
> interaction at all between the individual particles.
> [...]
> 
> Well, there's a big difference between an include file and a patch. And I
> don't intent to duplicate his work anyway.
> 
> Features such as surface tension are pretty much only relevant when
> simulating water. But I don't intent to specialise my particle system in a
> specific direction. I intent to make it simple and general and to make it
> able to simulate many different things.
> 

One could  generalize it to inter particle forces, but that would of
course involve quite a lot of calculations.  It's interesting how your
'Wild Hose' samples look quite realistic although they don't involve such
calculations.  

BTW, the new anim looks good, i tried it in cycle mode although it's
probably not really cyclic in fact.  Have you tried it without the
particles disappearing on the ground?

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Rune
Subject: Re: Wild Hose
Date: 19 Feb 2001 13:08:50
Message: <3a916132$1@news.povray.org>
"Christoph Hormann" wrote:
> One could generalize it to inter particle forces, but
> that would of course involve quite a lot of calculations.

Yes, I think it would be way too slow...

> BTW, the new anim looks good, i tried it in cycle mode
> although it's probably not really cyclic in fact.

It *is* cyclic.

> Have you tried it without the particles disappearing on
> the ground?

My system gives each particle a "particle-life". That means that each
particle will "die" a certain amount of time after it is created. I think
that is quite common in particle systems, at least Chris Colefax's Spray inc
uses it too.

Anyway, as a result of the particle-life the particles have to disappear at
some point, but I could increase the particle-life value to make them live a
little longer. I could also shrink the particles during their life-time to
make the disappearing more subtle.

Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated January 28)
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From: Tony[B]
Subject: Re: Wild Hose
Date: 19 Feb 2001 19:38:29
Message: <3a91bc85@news.povray.org>
Hah, reminds me of carnivals (not that I've ever been to them, but I've seen
'em on TV).


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From: Sander
Subject: Re: Wild Hose
Date: 20 Feb 2001 04:35:31
Message: <MPG.14fb91ded4b440619896ea@NEWS.POVRAY.ORG>
In article <3a9006d5$1@news.povray.org>, Rune says...
> "Sander" wrote:
> I used mpeg1 I think, but not with the standard bitrate or resolution.
> 
> > When will there be a nice and useful MP for w2k??
> 
> That I don't know...
> 
> Rune
OK I could have expected to get the same answer you gave concerning your 
'glitter' mpg: what I meant is what do _you_ use as an encoder (CMPEG?) 
and what do _you_ use to succesfully see the animations??

-- 
Regards,  Sander


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From: Rune
Subject: Re: Wild Hose
Date: 20 Feb 2001 11:14:03
Message: <3a9297cb@news.povray.org>
"Tony[B]" wrote:
> Hah, reminds me of carnivals (not that I've ever been to
> them, but I've seen 'em on TV).

Why does it remind you of carnivals?

Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated January 28)
/ Also visit http://www.povrayusers.org


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From: Rune
Subject: Re: Wild Hose
Date: 20 Feb 2001 11:14:06
Message: <3a9297ce@news.povray.org>
"Sander" wrote:
> what I meant is what do _you_ use as an encoder (CMPEG?)

Usually I use VideoMach. (Can't remember the URL)

> and what do _you_ use to succesfully see the animations??

Windows Media Player v6.4, although it does not always loop completely
smoothly.

Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated January 28)
/ Also visit http://www.povrayusers.org


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From: Justin Whitton
Subject: Re: Wild Hose
Date: 21 Feb 2001 03:26:54
Message: <eou69to97jndm1fcsrj5j4j4plrgdvan5l@4ax.com>
On Tue, 20 Feb 2001 16:42:00 +0100, "Rune" <run### [at] inamecom>
wrote:

>"Sander" wrote:
>> what I meant is what do _you_ use as an encoder (CMPEG?)
>
>Usually I use VideoMach. (Can't remember the URL)

http://www.videomach.com

>
>> and what do _you_ use to succesfully see the animations??
>
>Windows Media Player v6.4, although it does not always loop completely
>smoothly.
>
>Rune

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 \/  \ Justin Whitton                          /  \/
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 \/  \ web: www.rayjay.clara.co.uk             /  \/
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From: Chris Huff
Subject: Re: Wild Hose
Date: 22 Feb 2001 22:17:23
Message: <chrishuff-4FCB38.22162922022001@news.povray.org>
In article <3A900843.CB2AD04F@gmx.de>, Christoph Hormann 
<chr### [at] gmxde> wrote:

> I still have not tried Chris Huff's particle system patch, but i think it
> offers some things of that kind.  

It can, sort of...it has a half-implemented inter-particle force 
calculation that should be useable for it, though it is pretty slow.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Chris Huff
Subject: Re: Wild Hose
Date: 22 Feb 2001 22:19:54
Message: <chrishuff-458AD4.22185922022001@news.povray.org>
In article <3a9053a0@news.povray.org>, "Rune" <run### [at] inamecom> 
wrote:

> > I still have not tried Chris Huff's particle system patch,
> > but i think it offers some things of that kind.
> 
> Well, there's a big difference between an include file and a patch. And I
> don't intent to duplicate his work anyway.
> 
> Features such as surface tension are pretty much only relevant when
> simulating water. But I don't intent to specialise my particle system in a
> specific direction. I intent to make it simple and general and to make it
> able to simulate many different things.

I have tried to design my particle system to be as general as 
possible...I've used it for spraypaint, fountains, smoke, fire, and 
snow...
The closest thing to surface tension would be the inter-particle force 
calculation, which is off by default (and isn't finished anyway).

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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