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"JRG" wrote:
> Not only, the effect will look unrealistic unless you
> take into account the extra mechanical energy given by
> the rotating box (which now is irrelevant).
Yep, it's the same with my system. If you find a solution to this I'd be
very interested! Of course I'm interested anyway... ;)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Rune" <run### [at] mobilixnetdk> ha scritto nel messaggio
news:3bddc158@news.povray.org...
> Yep, it's the same with my system. If you find a solution to this I'd be
> very interested! Of course I'm interested anyway... ;)
I think that the first thing to do should be to split your environment into
a still environment and a moving one. Then a collision test should be
performed with both the environments. When a particle hits the moving
environment (which now I suppose being only one object) the system should
evaluate the velocity of that point. For this purpose, the best way IMO is
to define the object's motus with a function (or a simple macro), so that
it's easy to evaluate its position at t-dt. Once you have the velocity of
that point ( (P(t)-P(t-dt))/dt) you can add that vector (multiplied by a
factor depending on the materials and which may also be >1) to the new
velocity of the particle after the collision. I don't know if this is so
*physically correct*, but I think it should do the trick.
I hope I was clear, despite my poor English.
--
Jonathan.
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Oh , after it's all done. Perhaps you both could work on som sort of
waterclock, with the liquid falling thru some rotating gears drop by drop,
wow !
Will
PS: Your work looks awesome :-)
"JRG" <jrg### [at] hotmailcom> escreveu na mensagem
news:3bddd744@news.povray.org...
> "Rune" <run### [at] mobilixnetdk> ha scritto nel messaggio
> news:3bddc158@news.povray.org...
> > Yep, it's the same with my system. If you find a solution to this I'd be
> > very interested! Of course I'm interested anyway... ;)
>
> I think that the first thing to do should be to split your environment
into
> a still environment and a moving one. Then a collision test should be
> performed with both the environments. When a particle hits the moving
> environment (which now I suppose being only one object) the system should
> evaluate the velocity of that point. For this purpose, the best way IMO is
> to define the object's motus with a function (or a simple macro), so that
> it's easy to evaluate its position at t-dt. Once you have the velocity of
> that point ( (P(t)-P(t-dt))/dt) you can add that vector (multiplied by a
> factor depending on the materials and which may also be >1) to the new
> velocity of the particle after the collision. I don't know if this is so
> *physically correct*, but I think it should do the trick.
> I hope I was clear, despite my poor English.
>
> --
> Jonathan.
>
>
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On Mon, 29 Oct 2001 21:53:21 +0100, "Rune"
<run### [at] mobilixnetdk> wrote:
>Yep, it's the same with my system. If you find a solution to this I'd be
>very interested! Of course I'm interested anyway... ;)
You don't have to reinvent the wheel :)
Search for "Partitioned Dynamics" by David Baraff and Andrew Witkin
(and anything else by them you happen to come across). They are
Pixar's main researchers in physically-based modeling and I can tell
you, they're good! Baraff is the dynamics guy and Witkin is the
kinematics guy, sort of, and their team efforts are spectacular.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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Very impressive!
It doesn't really look like paint... it looks a bit "chunky" but I REALLY
like it anyway!
Congratulations!
"JRG" <jrg### [at] hotmailcom> wrote in message
news:3bdb1959@news.povray.org...
> Now the flood's velocity is variable and the rounded box slowly rotates.
>
> --
> Jonathan.
>
>
>
>
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