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From: Chris Johnson
Subject: Re: LSSM Example-Files (WIP, MPG1, 474kb + 480kb)
Date: 10 Jun 2003 19:28:43
Message: <3ee669ab$1@news.povray.org>
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I prefer the small ring animation, mainly because of the transparency of the
water which gives a nice refraction effect on the bottom of the pool. The
more irregular motion of the torus also seems to create more natural
patterns on the water.
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From: Hugo Asm
Subject: Re: LSSM Example-Files (WIP, MPG1, 474kb + 480kb)
Date: 11 Jun 2003 08:32:19
Message: <3ee72153@news.povray.org>
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I prefer the large ring animation. The water effect seems less confuse, and
prooves that any object can interact with the surface. I really like the
animations on your webpage too. They show, how the system works with other
enviroments than a box.
Best regards,
Hugo
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From: settra
Subject: Re: LSSM Example-Files (WIP, MPG1, 474kb + 480kb)
Date: 13 Jun 2003 08:35:48
Message: <3ee9c524@news.povray.org>
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I prefer the big torus rotating around itself, but it would be nicer with a
less dirty water.
As for ideas, I don't know much:
- objects falling in a pool and drowning
- a boatplane taking off or landing on the sea
Tim Nikias v2.0 a profere en l'an de grace Mercredi 11 Juin 2003 00:47 les
igniominies suivantes:
> I'm trying to compile a set of files which may
> show off some of the effects my Liquid Surface
> Simulation System is capable of. I've noticed
> though, that many of the trial-files I've done during
> the production are pretty similiar. I've shortened
> the list to these two, which are meant to show the
> object-water interaction in a obvious and easily
> identifiable way. For other effects, I want to create
> new scenes, but I did want one of them to be
> part of an Example-File Zip.
>
> Anyways, which one do you like better, the one
> where a small rings moves about in a pool, or
> the one where a large ring submerges while rotating
> around its own?
>
> And does anyone have good and easily identifiable
> ideas for other examples?
>
--
settra
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From: Tim Nikias v2 0
Subject: Re: LSSM Example-Files (WIP, MPG1, 474kb + 480kb)
Date: 13 Jun 2003 08:51:17
Message: <3ee9c8c5$1@news.povray.org>
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Thanks for the comment. Regarding the comments
so far, I'll perhaps try and create a more complex
example which takes some of the suggestions into
account (in your case the clear water for the refaction
effect and the irregular motion for natural patterns).
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
> I prefer the small ring animation, mainly because of the transparency of
the
> water which gives a nice refraction effect on the bottom of the pool. The
> more irregular motion of the torus also seems to create more natural
> patterns on the water.
>
>
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From: Tim Nikias v2 0
Subject: Re: LSSM Example-Files (WIP, MPG1, 474kb + 480kb)
Date: 13 Jun 2003 08:52:09
Message: <3ee9c8f9$1@news.povray.org>
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Thanks for the comment and the suggestion
about a different environment. I'll incorporate that
into a more complex example (once I've got the
time).
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
> I prefer the large ring animation. The water effect seems less confuse,
and
> prooves that any object can interact with the surface. I really like the
> animations on your webpage too. They show, how the system works with other
> enviroments than a box.
>
> Best regards,
> Hugo
>
>
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From: Tim Nikias v2 0
Subject: Re: LSSM Example-Files (WIP, MPG1, 474kb + 480kb)
Date: 13 Jun 2003 08:53:14
Message: <3ee9c93a$1@news.povray.org>
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The idea with the boatplane is nice! Perhaps
that'll make a nice example:
Boatplane landing on the surface, turning around,
and taking off again... Thanks for the comment!
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
> I prefer the big torus rotating around itself, but it would be nicer with
a
> less dirty water.
> As for ideas, I don't know much:
> - objects falling in a pool and drowning
> - a boatplane taking off or landing on the sea
>
> Tim Nikias v2.0 a profere en l'an de grace Mercredi 11 Juin 2003 00:47 les
> igniominies suivantes:
>
> > I'm trying to compile a set of files which may
> > show off some of the effects my Liquid Surface
> > Simulation System is capable of. I've noticed
> > though, that many of the trial-files I've done during
> > the production are pretty similiar. I've shortened
> > the list to these two, which are meant to show the
> > object-water interaction in a obvious and easily
> > identifiable way. For other effects, I want to create
> > new scenes, but I did want one of them to be
> > part of an Example-File Zip.
> >
> > Anyways, which one do you like better, the one
> > where a small rings moves about in a pool, or
> > the one where a large ring submerges while rotating
> > around its own?
> >
> > And does anyone have good and easily identifiable
> > ideas for other examples?
> >
> --
> settra
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From: Chris Johnson
Subject: Re: LSSM Example-Files (WIP, MPG1, 474kb + 480kb)
Date: 13 Jun 2003 09:43:38
Message: <3ee9d50a@news.povray.org>
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The talk of seaplanes reminds me of the post "water skiing" in
povray.binaries.images. For images such as this one, it might be useful to
calculate what the water would look like if the plane was moving across the
surface, but only render one image. Can your system calculate multiple
frames of water calculations in one pov-ray frame to allow this sort of
still image creation? If it isn't too much hassle to implement it might be
quite useful.
Another thing that occurred to me from the suggestion of objects falling
into a pool: how easy would it be to make a 'floating' macro where objects
float on the water and bob about in the waves? The trace function would
probably come in handy here, but I can see potential problems with waves
bouncing off these objects rather then moving them. Any thoughts?
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From: Tim Nikias v2 0
Subject: Re: LSSM Example-Files (WIP, MPG1, 474kb + 480kb)
Date: 13 Jun 2003 10:04:14
Message: <3ee9d9de@news.povray.org>
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As for the still image:
Possible indeed. Set the animation-timeframe of the
plane before 0 (like -1 to 0), and set the simulation-timeframe
appropriately (like from -1 to .1, to make sure the last frame
is caught). You've got to wait a little then, but that works
fine.
As for the object-floating:
I've given some thought to this as well. Best would probably
be a two-pass method: render the animation and use trace
to determine where the object should be sitting. Then do
another pass with the object animated based on first pass.
Another try might be to have the object "lag" by one frame.
When using a high enough resolution for the water, it won't
even be that visible. You'd then have to keep track of the
new position, put that in proper file for the system to backtrace
the animation of the object (which is needed for the waves to
be generated).
Problem with this is that the water actually checks for insidedness
of the calm nodes, not the displaced ones. Perhaps I'll change that.
Anyways, if anyone can come up with a method without intervening
with the standing structure, he/she is invited to give it a shot. Haven't
got the time right now, but I want to cover that issue at some point
as well.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
> The talk of seaplanes reminds me of the post "water skiing" in
> povray.binaries.images. For images such as this one, it might be useful to
> calculate what the water would look like if the plane was moving across
the
> surface, but only render one image. Can your system calculate multiple
> frames of water calculations in one pov-ray frame to allow this sort of
> still image creation? If it isn't too much hassle to implement it might be
> quite useful.
>
> Another thing that occurred to me from the suggestion of objects falling
> into a pool: how easy would it be to make a 'floating' macro where objects
> float on the water and bob about in the waves? The trace function would
> probably come in handy here, but I can see potential problems with waves
> bouncing off these objects rather then moving them. Any thoughts?
>
>
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