POV-Ray : Newsgroups : povray.binaries.animations : Re: New flood of paint (divx 870 kb) Server Time
20 Jul 2024 07:25:34 EDT (-0400)
  Re: New flood of paint (divx 870 kb) (Message 6 to 15 of 15)  
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From: KalleK
Subject: Re: New flood of paint (divx 870 kb)
Date: 28 Oct 2001 05:56:11
Message: <3bdbe44b$1@news.povray.org>
> Now the flood's velocity is variable and the rounded box slowly
rotates.
>
> --
> Jonathan.

Very impressive! I watched it at least 30 times, than I had to force
me to quit - else I would still be watching.
Very cool!

cukk


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From: Greg M  Johnson
Subject: Re: New flood of paint (divx 870 kb)
Date: 28 Oct 2001 21:29:10
Message: <3bdcbef6$1@news.povray.org>
I couldn't see it.

JRG wrote:

> Now the flood's velocity is variable and the rounded box slowly rotates.
>
> --
> Jonathan.
>
>                 Name: green.avi
>    green.avi    Type: Video for Windows (video/msvideo)
>             Encoding: x-uuencode


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From: Rune
Subject: Re: New flood of paint (divx 870 kb)
Date: 29 Oct 2001 12:25:19
Message: <3bdd90ff@news.povray.org>
"JRG" wrote:
> Now the flood's velocity is variable and the rounded
> box slowly rotates.

This is impressive!

However, am I correct in the assumption that if the box rotates fast, then
some particles (possible many) will fall through the surface of the box?
(Though this effect can be decreased by using more calculation steps per
time unit.)

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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From: JRG
Subject: Re: New flood of paint (divx 870 kb)
Date: 29 Oct 2001 14:46:21
Message: <3bddb20d$1@news.povray.org>
Holy divx...
I have the mpeg version, which also looks better, but it's 1.5 MB :-(. So
it's not likely to be posted here...

--
Jonathan.

"Greg M. Johnson" <"gregj;-)56590\""@aol.c;-)om> ha scritto nel messaggio
news:3bdcbef6$1@news.povray.org...
> I couldn't see it.
>
> JRG wrote:
>
> > Now the flood's velocity is variable and the rounded box slowly rotates.
> >
> > --
> > Jonathan.
> >
> >                 Name: green.avi
> >    green.avi    Type: Video for Windows (video/msvideo)
> >             Encoding: x-uuencode
>


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From: JRG
Subject: Re: New flood of paint (divx 870 kb)
Date: 29 Oct 2001 14:50:20
Message: <3bddb2fc@news.povray.org>
"Rune" <run### [at] mobilixnetdk> ha scritto nel messaggio
news:3bdd90ff@news.povray.org...
> "JRG" wrote:
> > Now the flood's velocity is variable and the rounded
> > box slowly rotates.
>
> This is impressive!
>
> However, am I correct in the assumption that if the box rotates fast, then
> some particles (possible many) will fall through the surface of the box?
> (Though this effect can be decreased by using more calculation steps per
> time unit.)

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).

--
Jonathan.


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From: Rune
Subject: Re: New flood of paint (divx 870 kb)
Date: 29 Oct 2001 15:51:36
Message: <3bddc158@news.povray.org>
"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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From: JRG
Subject: Re: New flood of paint (divx 870 kb)
Date: 29 Oct 2001 17:25:08
Message: <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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From: Wilson Reis
Subject: Re: New flood of paint (divx 870 kb)
Date: 29 Oct 2001 19:41:44
Message: <3bddf748@news.povray.org>
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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From: Peter Popov
Subject: Re: New flood of paint (divx 870 kb)
Date: 30 Oct 2001 05:00:47
Message: <gbtsttkp96f9d8ug1jg59bav8sos6rekuu@4ax.com>
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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From:
Subject: Re: New flood of paint (divx 870 kb)
Date: 8 Nov 2001 13:17:51
Message: <3beacc4f$1@news.povray.org>
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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