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From: Tim Nikias
Subject: Re: Particle System Explosion
Date: 13 Feb 2002 17:29:05
Message: <3C6AE8A7.38991E0@gmx.de>
It does look really good, but by what I've seen your particle-system
do before, I was rather disappointed.
Thats just the case when you normally post animations that get
comments like "Jesus! I need to dig into POV a LOT more!" ;-)

As others have mentioned already, it looks 3D-Game-esque,
not POV-RAY. I mean, hey? What did you expect? We're
talking about the one, the only, the freeware raytracer
POV-Ray! Doh!  ;-)

Okay, I do like POV-Ray a lot...

And you post an animation just as I'm about to take the
next two non-computer weeks to work through a printed
version of my Particle-System, and finally get it finished,
now that my IRTC-Entry (my first!) has been sent in...

Hooya! (Starship Troopers Battle Cry)

See ya, and I'll just hope you'll post a media-version in a few
days (hey, you've got two weeks, then I'll be back!) ;-)


--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html


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From: Mark James Lewin
Subject: Re: Particle System Explosion
Date: 13 Feb 2002 17:30:12
Message: <3C6AE890.2D0B36D3@yahoo.com.au>
Just saw your reply to Tek; so they are discs. To make them cast shadows, you
could use a smart combination of light groups, discs and no_image / no_shadow to
make a shadow effect. Keep your camera oriented discs for visuals, and use
light_source oriented discs for shadows.

MJL
--
light_source{9*(y#macro A(H,B,R,T)prism{0,1H+4,0u*9,9v*9,0#local I=1;#while(I<H)
#local V=asc(substr(B,I,1))-33;<div(V,10)mod(V,10)>#local I=I+1;#end pigment{rgb
y}rotate-<90,R>translate-T}#end-z)rgb 9}A(14",6;MWmhryXN3,"60<15,0,8>)box{-99(x+
z)*99pigment{rgb 1}}fog{distance 11}camera{location(y-z)*25look_at 0}A(8"6hiAG=6
"-60x*-10)A(16"/.@VZno=<PLA89/"0x*5) // MJL


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From: Mark James Lewin
Subject: Re: Particle System Explosion
Date: 13 Feb 2002 17:31:59
Message: <3C6AE8FF.673EE066@yahoo.com.au>
Tek wrote:

> BTW, if you want to get shadows you could get a second set of discs facing the
> light source and use the no_image tag :)

I am too slow today... (see my 2nd reply to Rune)

--
light_source{9*(y#macro A(H,B,R,T)prism{0,1H+4,0u*9,9v*9,0#local I=1;#while(I<H)
#local V=asc(substr(B,I,1))-33;<div(V,10)mod(V,10)>#local I=I+1;#end pigment{rgb
y}rotate-<90,R>translate-T}#end-z)rgb 9}A(14",6;MWmhryXN3,"60<15,0,8>)box{-99(x+
z)*99pigment{rgb 1}}fog{distance 11}camera{location(y-z)*25look_at 0}A(8"6hiAG=6
"-60x*-10)A(16"/.@VZno=<PLA89/"0x*5) // MJL


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From: Rune
Subject: Re: Particle System Explosion
Date: 13 Feb 2002 18:01:13
Message: <3c6af039@news.povray.org>
"Mark James Lewin" wrote:
> I like the fire after the explosion, but the way the
> mushroom cloud disperses looks a bit odd to me. Maybe
> if the column of smoke from the fire was thicker just
> after the explosion, and dwindled down, it may look better.

Thanks for the tip, I'll see what I can do.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: Rune
Subject: Re: Particle System Explosion
Date: 13 Feb 2002 18:01:16
Message: <3c6af03c$1@news.povray.org>
"Mark James Lewin" wrote:
> Just saw your reply to Tek; so they are discs. To make
> them cast shadows, you could use a smart combination
> of light groups, discs and no_image / no_shadow to make
> a shadow effect.

I know. I could even make it work with multiple light sources by using
bounded_by tricks. However, while the smoke should cast shadows of course, I
don't know much about how bright fire and explosions cast shadows, if any.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: Rune
Subject: Re: Particle System Explosion
Date: 13 Feb 2002 18:01:18
Message: <3c6af03e@news.povray.org>
"Tim Nikias" wrote:
> It does look really good, but by what I've seen
> your particle-system do before, I was rather disappointed.

Hmm. I had worked out a system with discs where I was actually under the
impression that I wouldn't have been able to tell the difference myself,
apart from the shadows and the places where the particles are intersecting
with objects. But everyone have very quickly spotted the shortcomings of the
system... I wonder if I had used a non-moving camera if it would have been
as easy to tell?

> As others have mentioned already, it looks
> 3D-Game-esque, not POV-RAY.

Apard from the shadows, I'd like to know how to make the fire and smoke look
better if anyone have any hints. As i said, I've worked on it for a long
time and am kind of unable to see if it looks wrong, and why.

> And you post an animation just as I'm about to take the
> next two non-computer weeks to work through a printed
> version of my Particle-System

A printed version of your particle system??? I have no idea what you're
talking about... :)

> and finally get it finished, now that my IRTC-Entry
> (my first!) has been sent in...

Good luck with both!

> See ya, and I'll just hope you'll post a media-version
> in a few days (hey, you've got two weeks, then I'll be
> back!) ;-)

Well, I have reasons not to work on a media version right now. Basically, it
will delay the release of my system. I just wanted to have *some* kind of
explosion included in the first version of the package. :)

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: Tek
Subject: Re: Particle System Explosion
Date: 13 Feb 2002 20:30:23
Message: <3c6b132f$1@news.povray.org>
> "Mark James Lewin" wrote:
> > Just saw your reply to Tek; so they are discs. To make
> > them cast shadows, you could use a smart combination
> > of light groups, discs and no_image / no_shadow to make
> > a shadow effect.
>
> I know. I could even make it work with multiple light sources by using
> bounded_by tricks. However, while the smoke should cast shadows of course, I
> don't know much about how bright fire and explosions cast shadows, if any.

Ah, well if you did them with media and radiosity you could find out!

...if you don't mind waiting a week for each frame to render :)

Or you could use this as an excuse to watch lots of movies with big explosions,
for research purposes of course.

--
Tek
http://www.evilsuperbrain.com


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From: Tek
Subject: Re: Particle System Explosion
Date: 13 Feb 2002 20:38:54
Message: <3c6b152e@news.povray.org>
> Apard from the shadows, I'd like to know how to make the fire and smoke look
> better if anyone have any hints. As i said, I've worked on it for a long
> time and am kind of unable to see if it looks wrong, and why.

Well the thing that really makes them look computer game-y is the fact that you
can see lots of seperate identical textures. The big boom is okay (except where
it intersects the box object), but the trail of fire afterwards has so few
particles that they are obviously independent objects. BTW, this would still
look wrong using media!

Plus their motion is such that it gives away where the seperate particles are.
i.e. all the fire is either following one motion or another, none of it is
inbetween.

I suggest you just use more particles, so they overlap more and clues that
they're seperate are hidden better. Maybe also use a variety of textures,
computer games never do that due to a lack of VRAM.

--
Tek
http://www.evilsuperbrain.com


Rune <run### [at] mobilixnetdk> wrote in message
news:3c6af03e@news.povray.org...
> "Tim Nikias" wrote:
> > It does look really good, but by what I've seen
> > your particle-system do before, I was rather disappointed.
>
> Hmm. I had worked out a system with discs where I was actually under the
> impression that I wouldn't have been able to tell the difference myself,
> apart from the shadows and the places where the particles are intersecting
> with objects. But everyone have very quickly spotted the shortcomings of the
> system... I wonder if I had used a non-moving camera if it would have been
> as easy to tell?
>
> > As others have mentioned already, it looks
> > 3D-Game-esque, not POV-RAY.
>
> Apard from the shadows, I'd like to know how to make the fire and smoke look
> better if anyone have any hints. As i said, I've worked on it for a long
> time and am kind of unable to see if it looks wrong, and why.
>
> > And you post an animation just as I'm about to take the
> > next two non-computer weeks to work through a printed
> > version of my Particle-System
>
> A printed version of your particle system??? I have no idea what you're
> talking about... :)
>
> > and finally get it finished, now that my IRTC-Entry
> > (my first!) has been sent in...
>
> Good luck with both!
>
> > See ya, and I'll just hope you'll post a media-version
> > in a few days (hey, you've got two weeks, then I'll be
> > back!) ;-)
>
> Well, I have reasons not to work on a media version right now. Basically, it
> will delay the release of my system. I just wanted to have *some* kind of
> explosion included in the first version of the package. :)
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World:    http://rsj.mobilixnet.dk (updated Jan 20)
> POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Webring: http://webring.povray.co.uk
>
>


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From: Tony[B]
Subject: Re: Particle System Explosion
Date: 13 Feb 2002 23:12:37
Message: <3c6b3935@news.povray.org>
Nice! Reminds me of Mechwarrior 2, only this looks better. Hope you can
figure out the shadow-casting soon. :)


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From: Mark Hanford
Subject: Re: Particle System Explosion
Date: 14 Feb 2002 17:46:48
Message: <3c6c3e58@news.povray.org>
"Mark James Lewin" <m_j### [at] yahoocomau> wrote in message
news:3C6AE427.A8FF1A57@yahoo.com.au...
> ...
> My guess is 1.5 - 2 hrs. It really depends on how many particles you have,
and
> whether you are using media or not. I suspect this is not media (discs
perhaps?)
> just because, if you make Al chew gum whilst walking, you would surely
make
> absorbing smoke which would leave a shadow :-)

I suppose your next trick, Rune, will be Al walking along, chewing a fat
smoking joke exploding-cigar...


Mark Hanford
http://www.mrhanford.com/povray


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