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Andrew Cocker wrote:
> Any comments welcome.
That is funky as all get out.
--
--Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Andrew Cocker <mai### [at] andrewcockercouk> wrote in message
news:3e370e37@news.povray.org...
> Any comments welcome.
Well done, you've just convinced me to download megapov 1.0! :)
That's a stunning animation. The lighting's amazing. How long did it take to
render?
--
Tek
http://www.evilsuperbrain.com
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Hi Andrew,
I've been playing around with the mechsim patch for a while, but did'nt find
out how to give different textures to different masses : how did you do that
?
BTW : great idea to animate the ligth this way !
Philippe
3e370e37@news.povray.org...
> Hi,
>
> After having another play with the mechsim patch in MegaPOV 1.0, I came up
with this. It's my
> first try at accessing the simulation data directly, rather than relying
on the inbuilt
> visualisation macros.
>
> Any comments welcome.
>
> (The chain uses Chric Colefax's Link include)
>
> All the best,
>
> Andy Cocker
>
>
>
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"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in message
news:3e372881@news.povray.org...
> Andrew Cocker wrote:
> > Any comments welcome.
>
> That is funky as all get out.
Thanks.
All the best,
Andy Cocker
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"Tek" <tek### [at] evilsuperbraincom> wrote in message news:3e372a90$1@news.povray.org...
> Well done, you've just convinced me to download megapov 1.0! :)
Great.
>
> That's a stunning animation. The lighting's amazing. How long did it take to
> render?
Thanks. It was really quick actually, because I ended up using actual light_sources
within the
'glowstring' (60 actually), rather than using radiosity and glows only (see my image
in
p.b.i.), as I couldn't get rid of artifacts and still have it render in my lifetime.
Probably 20 secs a frame, with about 2 seconds 'mechsim' time between frames.
All the best,
Andy Cocker
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"Philippe_Gibone" <Ph.### [at] wanadoofr> wrote in message
news:3e379191@news.povray.org...
> I've been playing around with the mechsim patch for a while, but did'nt find
> out how to give different textures to different masses : how did you do that
> ?
Well, in this case (using just 5 masses and 2 connections), it's easy to simply place
a sphere
where you would normally use the show_all_objects () macro. You can access the mechsim
data
quite easily within your scene file:
sphere {
mechsim:mass(2):position, mechsim:mass(2):radius
texture {
pigment { rgb <1,0.4,0.2>*2}
finish {ambient 0 diffuse 1 specular 1 roughness 0.01}
}
}
> BTW : great idea to animate the ligth this way !
Thanks.
All the best,
Andy Cocker
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Philippe_Gibone wrote:
>
> Hi Andrew,
>
> I've been playing around with the mechsim patch for a while, but did'nt find
> out how to give different textures to different masses : how did you do that
> ?
You can access the mass positions everywhere in the scene file so you can
place spheres, glows or anything else at their position. Something like:
#local Cnt=0;
#while (Cnt<mechsim:mass_count)
sphere {
mechsim:mass(Cnt):position,
mechsim:mass(Cnt):radius
}
#local Cnt=Cnt+1;
#end
will show all masses - nothing prevents you from texturing them
differently.
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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Thanks a lot
I didn't know anything about this mechsim:mass(2):position (and so), did I
miss something in the doc, that I didn't read (you're right : shame on me)?
Philippe
3e37b339$1@news.povray.org...
>
> "Philippe_Gibone" <Ph.### [at] wanadoofr> wrote in message
news:3e379191@news.povray.org...
>
> > I've been playing around with the mechsim patch for a while, but did'nt
find
> > out how to give different textures to different masses : how did you do
that
> > ?
>
> Well, in this case (using just 5 masses and 2 connections), it's easy to
simply place a sphere
> where you would normally use the show_all_objects () macro. You can access
the mechsim data
> quite easily within your scene file:
>
> sphere {
> mechsim:mass(2):position, mechsim:mass(2):radius
> texture {
> pigment { rgb <1,0.4,0.2>*2}
> finish {ambient 0 diffuse 1 specular 1 roughness 0.01}
> }
> }
>
>
> > BTW : great idea to animate the ligth this way !
>
> Thanks.
>
> All the best,
>
> Andy Cocker
>
>
>
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Thanks again Andrew and Christoph, I read the doc and found out everything I
need.
This mechsim patch is a huge step forward.
Philippe
3e37f16f$1@news.povray.org...
> Thanks a lot
> I didn't know anything about this mechsim:mass(2):position (and so), did I
> miss something in the doc, that I didn't read (you're right : shame on
me)?
>
> Philippe
> 3e37b339$1@news.povray.org...
> >
> > "Philippe_Gibone" <Ph.### [at] wanadoofr> wrote in message
> news:3e379191@news.povray.org...
> >
> > > I've been playing around with the mechsim patch for a while, but
did'nt
> find
> > > out how to give different textures to different masses : how did you
do
> that
> > > ?
> >
> > Well, in this case (using just 5 masses and 2 connections), it's easy to
> simply place a sphere
> > where you would normally use the show_all_objects () macro. You can
access
> the mechsim data
> > quite easily within your scene file:
> >
> > sphere {
> > mechsim:mass(2):position, mechsim:mass(2):radius
> > texture {
> > pigment { rgb <1,0.4,0.2>*2}
> > finish {ambient 0 diffuse 1 specular 1 roughness 0.01}
> > }
> > }
> >
> >
> > > BTW : great idea to animate the ligth this way !
> >
> > Thanks.
> >
> > All the best,
> >
> > Andy Cocker
> >
> >
> >
>
>
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I like it very much!
Regards,
Hugo
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