POV-Ray : Newsgroups : povray.binaries.animations : Re: Mechanical Glow Dangler Server Time
19 Jul 2024 13:21:44 EDT (-0400)
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From: Timothy R  Cook
Subject: Re: Mechanical Glow Dangler
Date: 28 Jan 2003 20:04:01
Message: <3e372881@news.povray.org>
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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From: Tek
Subject: Re: Mechanical Glow Dangler
Date: 28 Jan 2003 20:12:48
Message: <3e372a90$1@news.povray.org>
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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From: Philippe Gibone
Subject: Re: Mechanical Glow Dangler
Date: 29 Jan 2003 03:32:17
Message: <3e379191@news.povray.org>
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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From: Andrew Cocker
Subject: Re: Mechanical Glow Dangler
Date: 29 Jan 2003 05:47:06
Message: <3e37b12a$1@news.povray.org>
"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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From: Andrew Cocker
Subject: Re: Mechanical Glow Dangler
Date: 29 Jan 2003 05:50:20
Message: <3e37b1ec$1@news.povray.org>
"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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From: Andrew Cocker
Subject: Re: Mechanical Glow Dangler
Date: 29 Jan 2003 05:55:53
Message: <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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From: Christoph Hormann
Subject: Re: Mechanical Glow Dangler
Date: 29 Jan 2003 08:18:39
Message: <3E37D4AB.B801B506@gmx.de>
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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From: pgb
Subject: Re: Mechanical Glow Dangler
Date: 29 Jan 2003 10:21:19
Message: <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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From: Philippe Gibone
Subject: Re: Mechanical Glow Dangler
Date: 30 Jan 2003 01:31:15
Message: <3e38c6b3@news.povray.org>
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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From: Hugo Asm
Subject: Re: Mechanical Glow Dangler
Date: 30 Jan 2003 07:31:04
Message: <3e391b08$1@news.povray.org>
I like it very much!

Regards,
Hugo


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