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19 Jul 2024 13:26:49 EDT (-0400)
  Paths on Water (238kb MPG1) (Message 11 to 20 of 20)  
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From: Tim Nikias v2 0
Subject: Re: Paths on Water (238kb MPG1)
Date: 31 Mar 2003 15:41:32
Message: <3e88a7fc@news.povray.org>
Thanks. I'll create some new texture for the next post, I promise! :-)

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> Very nice effect!
>
> But please, enough of that awful awful marble already. POV scenes end up
> looking so cheap with that kind of high contrast low quality stuff..
>
>


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From: Andrew Coppin
Subject: Re: Paths on Water (238kb MPG1)
Date: 31 Mar 2003 16:04:19
Message: <3e88ad53$1@news.povray.org>
I haven't looked in this group for months.

But...

I got broadband for my birthday - and I knew exactly where to come to
speed-test it ;-)

I haven't really read your descriptions, but I am *stunned* by the quality
of your water animations. Bloody hell it looks good! In fact, I'm not even
going to bother posting my useless little animation any more... (Wasn't a
water simulation exactly, but I was half thinking about that direction for
it.)

Anyway, keep up the good work!!!
Andrew.


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From: Tim Nikias v2 0
Subject: Re: Paths on Water (238kb MPG1)
Date: 31 Mar 2003 17:21:32
Message: <3e88bf6c@news.povray.org>
Thanks a lot!

But would you mind posting the animation nontheless?
I'm interested in what you did and how you did...

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> I haven't looked in this group for months.
>
> But...
>
> I got broadband for my birthday - and I knew exactly where to come to
> speed-test it ;-)
>
> I haven't really read your descriptions, but I am *stunned* by the quality
> of your water animations. Bloody hell it looks good! In fact, I'm not even
> going to bother posting my useless little animation any more... (Wasn't a
> water simulation exactly, but I was half thinking about that direction for
> it.)
>
> Anyway, keep up the good work!!!
> Andrew.
>
>


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From: Tim Nikias v2 0
Subject: Re: Paths on Water (238kb MPG1)
Date: 1 Apr 2003 03:20:49
Message: <3e894be1$1@news.povray.org>
I've uploaded another animation to my WIP section.
It makes use of the latest Macro, Water_Stomp(). It
creates a wave at the edges of the environment, to
get the effect of a heavy object hitting the water-container,
much like the effect portrayed in Jurassic Park, where
the T-Rex stomps' cause this (thus the name of the Macro).

The link to the animation is here:
www.digitaltwilight.de/no_lights/wip/water/water_stomp.mpg

You can comment on it here, if you like.

Regards,
Tim

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde


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From: Tim Nikias v2 0
Subject: Re: Paths on Water (238kb MPG1)
Date: 1 Apr 2003 03:21:22
Message: <3e894c02@news.povray.org>
Oh, forgot to mention that it is 882kb in size...

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde


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From: Rune
Subject: Re: Paths on Water (238kb MPG1)
Date: 1 Apr 2003 05:56:55
Message: <3e897077$1@news.povray.org>
Tim Nikias v2.0 wrote:
> I've uploaded another animation to my WIP section.
> It makes use of the latest Macro, Water_Stomp().

This is very cool! :)

Are you using caustics? I can't quite tell, but it looks like you are...

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated Oct 19)
POV-Ray Ring: http://webring.povray.co.uk


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From: Tim Nikias v2 0
Subject: Re: Paths on Water (238kb MPG1)
Date: 1 Apr 2003 09:53:03
Message: <3e89a7cf@news.povray.org>
I'm using photons to get the proper caustics, though
I've noticed some problems when using them:
1. Shadows don't look good.
The center object casts a shadow onto the floor,
but the edges where the shadow meets the box
is all soft and blurry (due to the photon-spacing, I
guess). I'd have to use VERY high spacing to get
proper shadows.
2. Lighting passes through thin objects
If the hull of the target object (or the object onto which
the photons are dropped) isn't thick enough, the other
side gets lit as well. This is a known problem with
the technique, cause photons don't undergo the
parsing-intensive light-tracing.


--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> > I've uploaded another animation to my WIP section.
> > It makes use of the latest Macro, Water_Stomp().
>
> This is very cool! :)
>
> Are you using caustics? I can't quite tell, but it looks like you are...
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> rune|vision:  http://runevision.com (updated Oct 19)
> POV-Ray Ring: http://webring.povray.co.uk
>
>


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From: Andrew Coppin
Subject: Re: Paths on Water (238kb MPG1)
Date: 1 Apr 2003 14:42:21
Message: <3e89eb9d$1@news.povray.org>
> Thanks a lot!

No problem ;-)

> But would you mind posting the animation nontheless?
> I'm interested in what you did and how you did...

Hmm, well you don't know what I did, do ya? ;-)

But seriously... As I said, what I have isn't a water simulation by any
stretch of the imagination. It's just that it could eventually end up being
one. Maybe.

What I've actually got is a set of particles, linked together by elestic
strands. The strands themselves are massless, but the particles can have any
mass you like. So far I've made an animation that starts with a 2D grid of
particles, with the center one displaced. Then I let the forces of the
elastic do their thing. In this instance, they accelerate the center point
towards the others, and accelerate the immediate neighbors downwards towards
the displaced center. Currently the algorithm allows particles to pass
through each other.

What basically happens is that the whole grid goes into oscilation - with a
VERY short wavelength I might add. I suppose it's because I suddenly
displace just one point; would perhaps look better if I dragged a small
group of points up and down in a sineusiod motion and let the others follow.
I bet it STILL wouldn't look like ripples on water though. And I certainly
wouldn't know where to start if I wanted to render it as a surface rather
than a "wireframe". I suppose blobs might do it...

But anyway, it's naff compared to what you have.

But then, I guess I'm just a second-rate programmer and mathematition...

Thanks.
Andrew.


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From: Tim Nikias v2 0
Subject: Re: Paths on Water (238kb MPG1)
Date: 1 Apr 2003 15:20:39
Message: <3e89f497@news.povray.org>
> But then, I guess I'm just a second-rate programmer and mathematition...

Oh come on! If I hadn't begun with some crappy include-files,
I'd never have gotten where I am today. Besides, you can
always ask for help in the newsgroups, and much can be
learned when doing extensive googling.

About your simulation: you could always connect four corners
via two triangles, where the diagonal should be the shortest
possible diagonal. But since you're using a 2D-Grid, you
could also set your simulation to output a 2D-Grid filled
with positions of the nodes/masses, and then feed this to
my MMM, which was written for that kind of data.

Aside of that, you could still post an animation, and get advice
and help on how to solve it.

My first thought when hearing of the heavy oscilation: you might
want to limit the distance a node may be moved. Like, take its
old position, calculate the new one, but only move it one
POV-Unit towards the new location. Forces easily interact and
overreact. I've tried to create a cloth-simulation with POV once,
and either the cloth moved too fast and oscillated heavily without
ever coming to a rest, or I wasn't patient enough to wait for it to
end... :-)

--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

> > Thanks a lot!
>
> No problem ;-)
>
> > But would you mind posting the animation nontheless?
> > I'm interested in what you did and how you did...
>
> Hmm, well you don't know what I did, do ya? ;-)
>
> But seriously... As I said, what I have isn't a water simulation by any
> stretch of the imagination. It's just that it could eventually end up
being
> one. Maybe.
>
> What I've actually got is a set of particles, linked together by elestic
> strands. The strands themselves are massless, but the particles can have
any
> mass you like. So far I've made an animation that starts with a 2D grid of
> particles, with the center one displaced. Then I let the forces of the
> elastic do their thing. In this instance, they accelerate the center point
> towards the others, and accelerate the immediate neighbors downwards
towards
> the displaced center. Currently the algorithm allows particles to pass
> through each other.
>
> What basically happens is that the whole grid goes into oscilation - with
a
> VERY short wavelength I might add. I suppose it's because I suddenly
> displace just one point; would perhaps look better if I dragged a small
> group of points up and down in a sineusiod motion and let the others
follow.
> I bet it STILL wouldn't look like ripples on water though. And I certainly
> wouldn't know where to start if I wanted to render it as a surface rather
> than a "wireframe". I suppose blobs might do it...
>
> But anyway, it's naff compared to what you have.
>
> But then, I guess I'm just a second-rate programmer and mathematition...
>
> Thanks.
> Andrew.
>
>


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From: Andrew Coppin
Subject: Re: Paths on Water (238kb MPG1)
Date: 1 Apr 2003 15:48:17
Message: <3e89fb11$1@news.povray.org>
> Oh come on! If I hadn't begun with some crappy include-files,
> I'd never have gotten where I am today. Besides, you can
> always ask for help in the newsgroups, and much can be
> learned when doing extensive googling.

Yeah... I found this paper by some bloke who apparently worked on the film
Skreik. It's a paper about the simulation of water using a combined
volumetric grid / particle system.

I have no idea what he's on about.

But hey, that's why I'm out here reinventing the wheel with this
particle-grid-thingy.

> About your simulation: you could always connect four corners
> via two triangles

Was already thinking about doing this... Might work better.

> Aside of that, you could still post an animation, and get advice
> and help on how to solve it.

Yeah, I guess... OK, I'll post it in a bit. (Once I figure out how to make
it small enough.)

> My first thought when hearing of the heavy oscilation: you might
> want to limit the distance a node may be moved.

Yeah, that could work... I think what I'll probably do is add some
disapative forces. Currently, there's no friction or drag or anything.
Systems like that tend to just accelerate and continually gain energy. I'm
not sure why. You might (possibly) remember my Chaos Pendulumn did the same
thing until I added fake air resistance (which is frame-rate dependent; have
to do better this time...)

>Forces easily interact and
> overreact.

Let me about it! LOL

> I've tried to create a cloth-simulation with POV once,
> and either the cloth moved too fast and oscillated heavily without
> ever coming to a rest, or I wasn't patient enough to wait for it to
> end... :-)

A cloth simulation was actually what I originally had in mind with this
project, not water simulation. It's just that when I saw this thing
oscilating and the ripples spreading outwards, I thought I could somehow
make it into a water's surface. Should probably add some kind of force that
tries to push all particles back to the average "surface" level to do
that...

But anyways, I'll sort something out and post an animation shortly...

Thanks.
Andrew.


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