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The particles can now flow along any surface.
As always, comments are much appreciated!
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
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Attachments:
Download 'flow.mpg' (248 KB)
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i rhink you need many many more smaller particles, moving faster :)
--
Rick
POV-Ray News & Resources - http://povray.co.uk
Kitty5 WebDesign - http://kitty5.com
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From: Christoph Hormann
Subject: Re: Flow particles, flow ! (247kbu)
Date: 4 Mar 2001 13:12:51
Message: <3AA285A4.DC75DB05@gmx.de>
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Rune wrote:
>
> The particles can now flow along any surface.
>
> As always, comments are much appreciated!
>
Looks funny, a bit like fishes... :-)
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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In article <3aa27640@news.povray.org>, "Rune" <run### [at] iname com>
wrote:
> The particles can now flow along any surface.
They actually look like they are slithering...I wonder what it would
look like if you hooked several into a chain, and had a "head" at one
end attracted to a specific point.
It looks like you used the ground repulsion method, did you? How did you
implement it? A single ray straight down or forward, a special
combination of directions, or randomly scanning the surroundings?
--
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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"Rick [Kitty5]" wrote:
> i rhink you need many many more smaller particles,
> moving faster :)
Yep, and a faster computer!
While testing I'll have to do with this. :(
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
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"Chris Huff" wrote:
> They actually look like they are slithering...
I think that's because I disabled the bouncing in this test. I originally
made one version that had bouncing too, but there seemed to be a bug causing
the particles to not cycle perfectly when bouncing was used, so I made this
version that use flowing only.
> I wonder what it would look like if you hooked several
> into a chain, and had a "head" at one end attracted to
> a specific point.
I'm not sure that could be done using this technique. It would have to be
modified anyway.
> It looks like you used the ground repulsion method, did
> you? How did you implement it? A single ray straight down
> or forward, a special combination of directions, or
> randomly scanning the surroundings?
Nope. It's simpler.
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
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"Christoph Hormann" wrote:
> Looks funny, a bit like fishes... :-)
I know, I need many more particles if it is to have any chance of looking
like water...
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
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In article <3aa292ea$1@news.povray.org>, "Rune"
<run### [at] iname com> wrote:
> > I wonder what it would look like if you hooked several
> > into a chain, and had a "head" at one end attracted to
> > a specific point.
>
> I'm not sure that could be done using this technique. It would have to be
> modified anyway.
I had assumed it would take some major changes to your algorithm, or
were you talking about the "sliding" effect itself?
> > It looks like you used the ground repulsion method, did
> > you? How did you implement it? A single ray straight down
> > or forward, a special combination of directions, or
> > randomly scanning the surroundings?
>
> Nope. It's simpler.
Hmm...a minimum bounce energy? In other words, particles lose energy
until they go below a certain level?
--
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:
> "Rune" wrote:
>
> > > I wonder what it would look like if you hooked several
> > > into a chain, and had a "head" at one end attracted to
> > > a specific point.
> >
> > I'm not sure that could be done using this technique. It
> > would have to be modified anyway.
>
> I had assumed it would take some major changes to your
> algorithm, or were you talking about the "sliding" effect
> itself?
With my sliding method the particles find their own ways. They cannot be
attached to specific points.
> Hmm...a minimum bounce energy?
No *that* simple. That would never give the smooth sliding effect you see.
Not without a huge number of calculation frames anyway.
> In other words, particles lose energy until they go
> below a certain level?
That's right, but the interesting part is what happens when they go below
that level. :)
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
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It looks like one got away (unless it is a reflection). Sorta pops through
the rock for a moment below the rest of the stream.
"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
> --
> \ 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: Marc-Hendrik Bremer
Subject: Re: Flow particles, flow ! (247kbu)
Date: 4 Mar 2001 17:59:52
Message: <3aa2c8e8@news.povray.org>
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Spock schrieb in Nachricht <3aa2c78d@news.povray.org>...
>It looks like one got away (unless it is a reflection). Sorta pops through
>the rock for a moment below the rest of the stream.
>
Yeah, right in the middle of the image in frames 4 to 9.
It's cool anyway.
Marc-Hendrik
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In article <3aa2bc3f@news.povray.org>, "Rune" <run### [at] iname com>
wrote:
> With my sliding method the particles find their own ways. They cannot be
> attached to specific points.
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.
> > In other words, particles lose energy until they go
> > below a certain level?
>
> That's right, but the interesting part is what happens when they go below
> that level. :)
And you are going to make me keep guessing?
Do you somehow mess with the velocity so it doesn't bounce, but doesn't
impact on the surface?
Oh, well...I'll just peek at the source...you *are* going to release the
scene file, right? ;-)
--
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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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
--
\ Include files, tutorials, 3D images, raytracing jokes,
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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
--
\ Include files, tutorials, 3D images, raytracing jokes,
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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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\ Include files, tutorials, 3D images, raytracing jokes,
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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
> --
> \ 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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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
--
\ Include files, tutorials, 3D images, raytracing jokes,
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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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