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Strange water... #if (Denmark's water is like this) "Tony no like Denmark"
#else "Keep working on it, you're close" #end :)
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"Spock" wrote:
> It looks like one got away
Yes I know that, and I intent to look into it. Later.
Rune
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"Chris Huff" wrote:
> I wasn't talking about attaching them to points (what
> good would that do?), just adding a new force that
> *attracts* the "head particle" to a point. The other
> particles would be attracted to the particle in front
> of them, and repel all the others.
That should be possible. But not to keep equalised distances between the
points if that's what you had in mind. But I still don't see what would be
the use. Just an effect that could be funny to try out?
> And you are going to make me keep guessing?
I didn't think of that but hey, good idea! ;)
> Do you somehow mess with the velocity so it doesn't
> bounce, but doesn't impact on the surface?
Err, I don't follow you anymore.
> Oh, well...I'll just peek at the source...you *are*
> going to release the scene file, right? ;-)
Not right now, but I will release the whole particle system package
eventually.
Rune
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"Tony[B]" wrote:
> Strange water...
> #if (Denmark's water is like this)
> "Tony no like Denmark"
> #else
> "Keep working on it, you're close"
> #end :)
See my reply to Rick... :)
BTW, I got your mail, but it's late now so I'll reply tomorrow. It looks
interesting!
Rune
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This is great stuff!
Maybe you could mix this model with the bouncing one to get flow and splash
in one model?
Nekar Xenos
Rune <run### [at] iname com> wrote in message
news:3aa27640@news.povray.org...
> The particles can now flow along any surface.
>
> As always, comments are much appreciated!
>
> Rune
> --
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>
>
>
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In article <3aa2d829@news.povray.org>, "Rune" <run### [at] iname com>
wrote:
> That should be possible. But not to keep equalised distances between the
> points if that's what you had in mind.
No need to keep the particles rigidly linked...just a simple particle
string, with a bunch of "passive" particles and one "active" particle.
> But I still don't see what would be the use. Just an effect that
> could be funny to try out?
Exactly...might be something like a worm on wet ground, or a snake...
> > Do you somehow mess with the velocity so it doesn't
> > bounce, but doesn't impact on the surface?
>
> Err, I don't follow you anymore.
Do you adjust the direction of the particle so it goes parallel with the
surface instead of hitting it again and bouncing?
--
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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"Chris Huff" wrote:
> Do you adjust the direction of the particle so it goes
> parallel with the surface instead of hitting it again and
> bouncing?
Yes, when a particle hits a surface with a velocity vector length below a
certain threshold, the velocity direction is set parallel to the surface and
vdot is used to adjust the velocity vector length according to the incoming
angle. It is very simple really.
Rune
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"Nekar Xenos" wrote:
> This is great stuff!
Thanks!
> Maybe you could mix this model with the bouncing one to
> get flow and splash in one model?
I've already done that. However, I turned bouncing off in this animation,
since there is a bug in my macro that causes the animation to not cycle
perfectly when bouncing is used.
Rune
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Rune,
Nice work, again.
Excellent how you keep the file size down.
Peter
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Hi Peter!
I've just read your replies to the different animations I've been posting.
Thank you for the feedback! :)
Rune
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