POV-Ray : Newsgroups : povray.binaries.animations : Bouncing balls... (MPEG-1, 460k) Server Time
19 Jul 2024 07:34:58 EDT (-0400)
  Bouncing balls... (MPEG-1, 460k) (Message 1 to 4 of 4)  
From: Tim Nikias
Subject: Bouncing balls... (MPEG-1, 460k)
Date: 26 Feb 2003 18:32:57
Message: <3e5d4ea9@news.povray.org>
Since I haven't posted anything aside of Worldbowls
lately and since that project is going to rest for some time
to later begin anew with fresh enthusiuasm, I've returned
to my unfinished project, the particle-system PartixGen.

Some might argue that this animation is just a copy of
one I posted months and months earlier, but it uses a
different approach for rebounce-dampening.

Instead of dampening the velocity when hitting a wall,
the dampening is related to the angle of impact.
So, when hitting a wall straight on, it will retain 100% of
its impact-velocity, but the more angled the impact
is, the less velocity it keeps.
Since my system incorporates lots of pseudo-random
driven code to accomodate for being non-I/O, the
angle with which a particle rebounces isn't 100% accurate
(this can be set), and thus, we get our angled impact on
the second impact a particle makes.

IMHO, this looks quiet realistic to some degree, but
obvious non-realistic show up when examining single
particles in detail when they are very slow.
Anyways, just some small addition I made, I might
replace it with some User-Defined Macro for impacts,
which would give even more freedom of design.

And with those bouncing balls out there, I'd though I'd
join the fray! :-)

Just wanted to make notice that you'll probably have to
expect some more particle-animations the next few weeks...
:-)

Regards,
Tim

PS: No, particles don't roll around, so I can't use any fancier
texture than the simple pigmented one.
PPS: No, particles don't interact and bounce off of each other.
PPPS: No, PPS is not possible with this kind of system.
PPPPS: No, this system doesn't use frame-by-frame animation
via I/O, its function/graph driven.

(Those P...S were just for those who don't know about my system
yet, these questions pop up almost everytime ;-)

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


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Attachments:
Download 'vel_mod.mpg' (461 KB)

From: Tim Nikias
Subject: Re: Bouncing balls... (MPEG-1, 460k)
Date: 26 Feb 2003 18:35:58
Message: <3e5d4f5e@news.povray.org>
Hm, just noticed... There are some particles
which seem to hit the invisible walls we are
looking through at such an angle, that almost all
speed is lost. They just drop to the ground and
stay put.

Looks kinda funny. As if a particle sparks the idea
that bouncing is boring and just stays put.

:-)

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


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From: Marc van den Dikkenberg
Subject: Re: Bouncing balls... (MPEG-1, 460k)
Date: 28 Feb 2003 01:20:37
Message: <OP9ePogS1wLYihCAPeuj7f=1BgQa@4ax.com>
On Thu, 27 Feb 2003 00:35:05 +0100, "Tim Nikias" <tim### [at] gmxde> wrote:

>Since I haven't posted anything aside of Worldbowls
>lately and since that project is going to rest for some time
>to later begin anew with fresh enthusiuasm, I've returned
>to my unfinished project, the particle-system PartixGen.
>
>Some might argue that this animation is just a copy of
>one I posted months and months earlier, but it uses a
>different approach for rebounce-dampening.

Overall it looks nice, but some of the bounced look very unrealistic -- in
particular, a small yellow ball in the bottom portion of the picture, that
falls about half-way during the anim. It bounces twice, and comes to a dead
stop after the second bounce... There should be much more momentum left in
it.
-- 
Marc van den Dikkenberg
--
The PowerBasic Archives -- http://www.xlsior.org


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From: Tim Nikias
Subject: Re: Bouncing balls... (MPEG-1, 460k)
Date: 28 Feb 2003 06:18:44
Message: <3e5f4594@news.povray.org>
I know. As mentioned in my own reply to this post,
this occurs when particles "touch" the walls, their impact
is then near 90 degrees in relation to the surface normal
of the wall, and thus, their speed is reduced to almost
0. It was just a test, I've come to the conclusion that I
should put some User-Defined Macro there, in case
someone wants to come up with new ways of defining
rebounce, rather than the "inbuilt" physical way.

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde

>
> Overall it looks nice, but some of the bounced look very unrealistic -- in
> particular, a small yellow ball in the bottom portion of the picture, that
> falls about half-way during the anim. It bounces twice, and comes to a
dead
> stop after the second bounce... There should be much more momentum left in
> it.
> --
> Marc van den Dikkenberg
> --


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