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Hi Rune!
After some more pondering I think I've finally understood the
code and the "how-does-it-work"-question is solved. I haven't
written a single line of code yet, as I must get my Gerbera-
Image finished before I move to anything new (water) or
old (Particle-System).
One question though:
How did you solve the problems with the iterations? I mean, you
can easily calculate one iteration of the field per frame, and doing
faster movement of the waves is no problem, just do more iterations
per frame.
But how do you do less? Have you looked into it at all? I was
just wondering, because when I want to begin with scripting, I
want some good ideas to begin with... Makes implementing that much
easier!
Rune wrote (a while ago):
> Huh? No, no trace involved.
>
> I wonder if you're making any tests of your own with the algorithm, or if
> you're just having thoughts, because when I made my first simple tests, I
> found out how to make walls pretty much by accident and it's not unlikely
> that you would too...
>
> So I'll encourage you to start experimenting! :)
>
> Rune
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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"Rune" wrote
> I've fixed some bugs, improved the algorithm, changed the wall map and
> rendered with AA. I think this animation show better the power of the
> algorithm. :)
>
Extremely nice!
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From: Fernando Gonzalez del Cueto
Subject: Re: More ripples (408kbu)
Date: 18 Apr 2002 14:33:02
Message: <3cbf115e@news.povray.org>
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I'm very impressed by the realism of the waves. One more time, you've left
me with my mouth wide open...
Congratulations Rune!
Fernando.
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> > I'm not sure what sinus water by
> > Christoph Hormann you're referring to.
>
> Sorry, I just saw it now.
> I'll have a closer look.
Good! Well, his code is beyond me and I would understand if it's hard to
mix with yours. But I recall he demonstrated a very realistic flow of water
due to *wind* but it failed to interact with objects in the water. He placed
a cylinder in the middle to embrace this effect (or lack of) and also the
walls of a pool didn't interact.. He coded his algoritm based on a more
complete article on the net that actually *did* feature code to interact
with objects (as far as I remember).. And indeed it would make the algoritm
complete, if you could merge your part.. Maybe Christoph could explain some
things if you need..? ;o) Okay, enough talk, I'm out. But great work,
it's a praise to the Pov universe!
Regards,
Hugo
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"Data" wrote:
> Extremely nice!
Thank you!
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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"Fernando Gonzalez del Cueto" wrote:
> I'm very impressed by the realism of the waves.
>
> One more time, you've left
> me with my mouth wide open...
Well, same here! I didn't make up this technique and I don't yet fully
understand it, so I'm as surprised with the results as anyone.
> Congratulations Rune!
Thanks!
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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"K" wrote:
> You do amazing work, Rune, keep it up!
Thanks!
I'm currently working on making the algorithm more flexible and usable. One
flaw of the posted animation is that disturbances cause a single ripple
only, but that's something that can be fixed.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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"Tim Nikias" wrote:
> How did you solve the problems with the iterations?
> I mean, you can easily calculate one iteration of the
> field per frame, and doing faster movement of the
> waves is no problem, just do more iterations per frame.
> But how do you do less? Have you looked into it at all?
I haven't started coding it yet, but I plan to do linear interpolation.
That's what I do in my particle system, and it works well IMO.
With linear interpolation I can make the frame rate and the iteration rate
completely independent from each other, so one doesn't have to be a multiple
of the other. For example the frame rate can be 25 frames per clock unit and
the iteration rate can be 40 iterations per clock unit, which would make for
an average number of 1.6 iterations pr. frame.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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"Hugo" wrote:
> Good! Well, his code is beyond me and I would
> understand if it's hard to mix with yours.
We'll see...
> He coded his algoritm based on a more complete
> article on the net that actually *did* feature
> code to interact with objects (as far as I
> remember).. And indeed it would make the algoritm
> complete, if you could merge your part.. Maybe
> Christoph could explain some things if you need..?
Chances are unfortunately that the two techniques used for wall interaction
are completely different... Also, I generally don't understand articles
about computer algorithms unless they have explicitly been written to be
easy to understand for anyone (like Hugo Elias' articles).
> ;o) Okay, enough talk, I'm out. But great work,
> it's a praise to the Pov universe!
Thanks, but let's wait and see how well it works in the end, shall we? ;)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Mar 19)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring: http://webring.povray.co.uk
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Man, that is the coolest thing I think I've ever seen anyone do with Povray.
I'm trying to learn animation with the hopes of making a Myst like game and
I just relized I have a long way to go.. but what fun it will be to go...!
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3cbf4712@news.povray.org...
> "Data" wrote:
> > Extremely nice!
>
> Thank you!
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World: http://rsj.mobilixnet.dk (updated Mar 19)
> POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Ring: http://webring.povray.co.uk
>
>
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