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This'll be the last one until I get the object-interaction done.
I've just implemented the possibility to have the simulation
run in a subpart of the animation. Which means that it
isn't based upon the standard-variable "clock", and also isn't
calculated all the time.
I can now set the simulation run only from clock=.25 to clock=.5,
still retaining the mesh before and after those values. This
is useful if for example you know that the water only needs to be
simulated after the clock has reached a certain value, and, if
it isn't in the image anymore or has calmed down, it won't be
simulated later on. This can save immense amounts of parsing
time on multistage animations.
In this test, it rains for the first 6 frames or so (which means that
wave emitters are caused in those frames, waves won't disappear
after that), then we get a stomp (must be some large T-Rex nearby)
and finally the sphere starts moving, causing a trail-wave. I actually
like how the sphere causes a nice dip when entering and
exiting the liquid. The trail waves' height are affected by how close
the sphere's center is, which is just a very simply and crude method
of simulating less touch vs heavy touch of the trail-wave.
Well, enjoy. In order not to cramp this group with my animations,
I'll post the next one once I've got object-interaction implemented
(which I plan on beginning tomorrow).
If there's interest in the simulation so far, send me an email. I'll try and
slap a quick example scene-file together with the simulation-include, and
you may fumble with it a little. Notice though that lots of the code will
change again once I've implemented object interaction.
As a side-note:
It requires my I/O-Macros for data-handling and my MMM for visualization.
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
Post a reply to this message
Attachments:
Download 'water_allmix.mpg' (349 KB)
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On , wrote:
I like the waves created by the ball. But why are waves generated by the
container, I mean what in RL would cause that effect? All in all excellent work.
Regards
Stephen
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> then we get a stomp
> (must be some large T-Rex nearby)
I suppose this is on purpose, but if you hadn't mentioned it, I would think
it was a bug in the algoritm.. Perhaps if the ground shaked, I would believe
it. :o) The rest is very nice work.
Regards,
Hugo
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From: Tim Nikias v2 0
Subject: Re: Water-Suface Allstars (348kb MPG1)
Date: 2 Apr 2003 04:22:13
Message: <3e8aabc5@news.povray.org>
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Thank you! And I'll take your advice from the
email and won't comment on the waves generated
by the container... :-)
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
> On , wrote:
>
> I like the waves created by the ball. But why are waves generated by the
> container, I mean what in RL would cause that effect? All in all excellent
work.
>
>
> Regards
> Stephen
Post a reply to this message
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From: Tim Nikias v2 0
Subject: Re: Water-Suface Allstars (348kb MPG1)
Date: 2 Apr 2003 04:22:42
Message: <3e8aabe2@news.povray.org>
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Thanks! You're right, perhaps I should introduce some shaking
at that moment...
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
> > then we get a stomp
> > (must be some large T-Rex nearby)
>
> I suppose this is on purpose, but if you hadn't mentioned it, I would
think
> it was a bug in the algoritm.. Perhaps if the ground shaked, I would
believe
> it. :o) The rest is very nice work.
>
> Regards,
> Hugo
>
>
Post a reply to this message
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Hey, trippy man!
8-D
Andrew.
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