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Still working on the particle system. I tried to do something else than
glitter this time and it seems to work fine. It now can simulate pseudo
motion blur by scaling particles longer in the direction they're moving,
just like Chris Colefax's spray include file. :)
Hope the small file sizes of the animations justify my frequent postings.
Rune
--
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Post a reply to this message
Attachments:
Download 'wildhose.mpg' (48 KB)
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I would say it is more the quality of your work and your imagination that
justifies frequent postings.
Feel free to make them as big as you want, I always look forward to seeing
the next one!
"Rune" <run### [at] iname com> wrote in message
news:3a8fd6d6@news.povray.org...
> Still working on the particle system. I tried to do something else than
> glitter this time and it seems to work fine. It now can simulate pseudo
> motion blur by scaling particles longer in the direction they're moving,
> just like Chris Colefax's spray include file. :)
>
> Hope the small file sizes of the animations justify my frequent postings.
>
> 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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> Still working on the particle system. I tried to do something else than
> glitter this time and it seems to work fine. It now can simulate pseudo
> motion blur by scaling particles longer in the direction they're moving,
> just like Chris Colefax's spray include file. :)
looks very impressive, keep it up !
> Hope the small file sizes of the animations justify my frequent postings.
personally I wouldn't mind if you flooded with several very large anims :))
--
Rick
POV-Ray News & Resources - http://povray.co.uk
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"Spock" wrote:
> I would say it is more the quality of your work and
> your imagination that justifies frequent postings.
Actually I meant "compensate" and not "justify"...
> Feel free to make them as big as you want, I always
> look forward to seeing the next one!
Thanks, I'm glad to hear that! :)
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
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"Rick [Kitty5]" wrote:
> looks very impressive, keep it up !
Thanks!
> personally I wouldn't mind if you flooded with
> several very large anims :))
Well, my own connection is rather poor, so I rarely download the largest
animations in this group. Sometimes I see animations posted with
unnecessarily high quality settings, and I don't want to do that myself. But
maybe just a bit bigger... :)
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
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In article <3a8fd6d6@news.povray.org>, Rune says...
> Still working on the particle system. I tried to do something else than
> glitter this time and it seems to work fine. It now can simulate pseudo
> motion blur by scaling particles longer in the direction they're moving,
> just like Chris Colefax's spray include file. :)
>
> Hope the small file sizes of the animations justify my frequent postings.
>
> Rune
I agree that it's a bit small but great in other ways. Plays only on my
Xing player, not on the MP. Same question: what anim codec did you use
here? When will there be a nice and useful MP for w2k??
--
Regards, Sander
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This is wonderful work Rune.
Q: How much more difficult would it be to make the particles interact with
the ground plane? Maybe just keep bouncing until they expend all their
energy. My suggestion would be to not worry about making the particles
interact with one another, as I don't think it would be especially
noticeable to the eye at this speed.
I am *really* looking forward to the release of this code.
--
Andy Cocker
---------------------------------------------------------------
listen to my music at:
www.mp3.com/lunarland
---------------------------------------------------------------
'I spilled spot remover on my dog. He's gone now. '
'I went to a restaurant that serves "breakfast at any time."
So I ordered french toast during the Renaissance. '
- Steven Wright.
---------------------------------------------------------------
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Rune wrote:
>
> Still working on the particle system. I tried to do something else than
> glitter this time and it seems to work fine. It now can simulate pseudo
> motion blur by scaling particles longer in the direction they're moving,
> just like Chris Colefax's spray include file. :)
>
> Hope the small file sizes of the animations justify my frequent postings.
>
> Rune
That looks really nice, i wonder how much physics there are involved, what
parameters you can influence.
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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"Sander" wrote:
> I agree that it's a bit small but great in other ways.
Thanks.
> Plays only on my Xing player, not on the MP.
> Same question: what anim codec did you use here?
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
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
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"Andy Cocker" wrote:
> This is wonderful work Rune.
Thanks you! :)
> Q: How much more difficult would it be to make the particles
> interact with the ground plane?
Somewhere between "piece of cake" and "headache". :)
> Maybe just keep bouncing until they expend all their energy.
Don't know. If I implement it, which settings would you like to be able to
control?
> My suggestion would be to not worry about making the particles
> interact with one another, as I don't think it would be
> especially noticeable to the eye at this speed.
I certainly won't make the particles interact with each other!
> I am *really* looking forward to the release of this code.
I'm glad to hear that! :)
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
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"Christoph Hormann" wrote:
> That looks really nice
Thanks!
> i wonder how much physics there are involved, what
> parameters you can influence.
Not many physics. Practically only gravity (which can also simulate wind).
There'll be more though if I implement collision detection.
Which parameters would you like to be able to control?
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
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Rune wrote:
>
> Not many physics. Practically only gravity (which can also simulate wind).
>
> There'll be more though if I implement collision detection.
>
> Which parameters would you like to be able to control?
>
It would be good to influence viscosity and surface tension of the liquid
which is the main factor for the size of the particles and of course for
their behaviour when colliding.
I still have not tried Chris Huff's particle system patch, but i think it
offers some things of that kind.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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Rune said :
>> Hope the small file sizes of the animations justify my frequent postings.
----------------------------------------------------------------------------
-----------
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!
Setep
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"Christoph Hormann" wrote:
>
> Rune wrote:
> > Which parameters would you like to be able to control?
>
> It would be good to influence viscosity and surface tension
> of the liquid which is the main factor for the size of the
> particles and of course for their behaviour when colliding.
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.
> 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.
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
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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
--
\ Include files, tutorials, 3D images, raytracing jokes,
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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
--
\ Include files, tutorials, 3D images, raytracing jokes,
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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
_ __ __ _
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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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