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Here's another animation, this time done with the MegaPOV 1.0 mechsim patch.
Unfortunately, there are a lot of mass/environment intersections, which I can't work
out how
to avoid. Possibly a smaller step_count, but it's quite small already and I'm a little
tired
of running the simulation.
Still, it's quite pleasing to look at, I think.
--
All the best,
Andy Cocker
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Attachments:
Download 'Mass-Fall_Andy Cocker.mpg' (631 KB)
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Andrew Cocker wrote:
> Still, it's quite pleasing to look at, I think.
SPLAT !
--
Rick
Kitty5 NewMedia http://Kitty5.co.uk
POV-Ray News & Resources http://Povray.co.uk
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http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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Andrew Cocker wrote:
>
> Here's another animation, this time done with the MegaPOV 1.0 mechsim patch.
>
> Unfortunately, there are a lot of mass/environment intersections, which I can't work
out how
> to avoid. Possibly a smaller step_count, but it's quite small already and I'm a
little tired
> of running the simulation.
I suppose you use an object based environment - this is a quite natural
effect then. When a mass hits the surface at a shallow angle there is no
way of determining the intersection precisely except doing an awful lot of
tests. Function based environments do not have this problem.
> Still, it's quite pleasing to look at, I think.
Yes, looks nice.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 31 Dec. 2002 _____./\/^>_*_<^\/\.______
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"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3E169BD3.45F7EB5B@gmx.de...
> I suppose you use an object based environment - this is a quite natural
> effect then. When a mass hits the surface at a shallow angle there is no
> way of determining the intersection precisely except doing an awful lot of
> tests. Function based environments do not have this problem.
Yes, you're right. This was my first object as environment anim. I shall try it as a
function
based env and isosurface next.
Thanks for your other help BTW.
All the best,
Andy Cocker
Post a reply to this message
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