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"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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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] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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"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
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Hah, reminds me of carnivals (not that I've ever been to them, but I've seen
'em on TV).
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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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"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
--
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"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
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On Tue, 20 Feb 2001 16:42:00 +0100, "Rune" <run### [at] iname com>
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
_ __ __ _
\/ \ Justin Whitton / \/
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In article <3A900843.CB2AD04F@gmx.de>, Christoph Hormann
<chr### [at] gmx de> 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] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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In article <3a9053a0@news.povray.org>, "Rune" <run### [at] iname com>
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] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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