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From: Tim Nikias v2 0
Subject: Particles again... (MPG1, 428kb)
Date: 17 Mar 2004 20:29:57
Message: <4058fb95@news.povray.org>
So, I've had some trouble with my new particle-system lately, some
particles, when being pushed against walls due to wind or such, would just
pop through the wall and move outside...

I've made several attempts and used several approaches to circumvent this
problem and it seems like I've found a solution. Still, with all the
accuracy this System requires for it's adaptive sampling, trace()-calls etc,
there's no 100% guarantee that a particle will never pass through a wall.

Anyways, there are still some issues to get settled before I can release the
code to the public (some features still need to get implemented), but I
wanted to show off a little, just to show that I'm working on it. :-)

In this animation, the particles are restricted to a spherical/elliptical
hull. When they hit the barrier, they cause some tiny shockwaves. Here I
show off that the particles' data may include an endless amount of Vectors
(so you may tug as much information along with a particle as you want to)
and when Impacts occur, this data may be accessed or even modified.

Here, every particle is assigned a color, which it carries along until it
dies. Whenever an impact spawns a shockwave-particle, the color is given to
the shockwave.

The movement is generated using the vturbulence()-vector-expression to
generate a modifying vector based on the particle's current location.

Regards,
Tim


-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de


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Attachments:
Download 'windtest.mpg' (429 KB)

From: Dan P
Subject: Re: Particles again... (MPG1, 428kb)
Date: 17 Mar 2004 20:50:22
Message: <4059005e$1@news.povray.org>
"Tim Nikias v2.0" <tim.nikias (@) nolights.de> wrote in message
news:4058fb95@news.povray.org...
> So, I've had some trouble with my new particle-system lately, some
> particles, when being pushed against walls due to wind or such, would just
> pop through the wall and move outside...
>
> I've made several attempts and used several approaches to circumvent this
> problem and it seems like I've found a solution. Still, with all the
> accuracy this System requires for it's adaptive sampling, trace()-calls
etc,
> there's no 100% guarantee that a particle will never pass through a wall.
>
> Anyways, there are still some issues to get settled before I can release
the
> code to the public (some features still need to get implemented), but I
> wanted to show off a little, just to show that I'm working on it. :-)
>
> In this animation, the particles are restricted to a spherical/elliptical
> hull. When they hit the barrier, they cause some tiny shockwaves. Here I
> show off that the particles' data may include an endless amount of Vectors
> (so you may tug as much information along with a particle as you want to)
> and when Impacts occur, this data may be accessed or even modified.
>
> Here, every particle is assigned a color, which it carries along until it
> dies. Whenever an impact spawns a shockwave-particle, the color is given
to
> the shockwave.
>
> The movement is generated using the vturbulence()-vector-expression to
> generate a modifying vector based on the particle's current location.


Cool -- yet another great possibility for music visualization.

-- 
- Respectfully,
Dan
http://<broken link>


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From: Apache
Subject: Re: Particles again... (MPG1, 428kb)
Date: 18 Mar 2004 20:14:08
Message: <405a4960@news.povray.org>
whoooo.... this one is very inspiring!  Thank you!


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From: Felbrigg
Subject: Re: Particles again... (MPG1, 428kb)
Date: 19 Mar 2004 05:05:35
Message: <405ac5ef@news.povray.org>
It has that "natural" look to it, like an active bacteria' trying to escape
the petri dish(sphere).  Very nice, very clever.  It might be intresting to
see the particles rendered as small insects!


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From: Tim Nikias v2 0
Subject: Re: Particles again... (MPG1, 428kb)
Date: 19 Mar 2004 05:41:21
Message: <405ace51@news.povray.org>
> It has that "natural" look to it, like an active bacteria' trying to
escape
> the petri dish(sphere).  Very nice, very clever.  It might be intresting
to
> see the particles rendered as small insects!

I'd have to implement some sort of boid behaviour, so that the bacteria or
insects try not to run into each other. I eventually want to do that, but
for now, every particle is just on his own. But thanks for the suggestions,
I'll keep it in mind.

Regards,
Tim

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de


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From: Tim Nikias v2 0
Subject: Re: Particles again... (MPG1, 428kb)
Date: 19 Mar 2004 05:41:48
Message: <405ace6c$1@news.povray.org>
> whoooo.... this one is very inspiring!  Thank you!

Inspiring for what? Tell me, what are you up to now! :-)

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de


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From: Tim Nikias v2 0
Subject: Re: Particles again... (MPG1, 428kb)
Date: 19 Mar 2004 05:43:47
Message: <405acee3@news.povray.org>
> Cool -- yet another great possibility for music visualization.

Yeah, someday, we'll make a POVer's theme and use all kinds of effects
(Rune's tentacle thingy, several particle effects, those nice rainbow images
that have been posted recently) to create one good flick which we'll show on
MTV... From there on, our plan of world domination...! Oh, wait. I've been
giving away our secrets again... ;-)

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de


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From: Rune
Subject: Re: Particles again... (MPG1, 428kb)
Date: 19 Mar 2004 06:20:54
Message: <405ad796$1@news.povray.org>
Tim Nikias v2.0 wrote:
>> It has that "natural" look to it, like an active
>> bacteria' trying to escape the petri dish(sphere).
>> Very nice, very clever.  It might be intresting to
>> see the particles rendered as small insects!
>
> I'd have to implement some sort of boid behaviour,
> so that the bacteria or insects try not to run into
> each other.

Not that it's very important, but I'd like to point out here that
seperation alone does not qualify as boid behavior as far as I know. The
three part of of boid behavior are:

Separation: steer to avoid crowding local flockmates
Alignment: steer towards the average heading of local flockmates
Cohesion: steer to move toward the average position of local flockmates

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com **updated Mar 9**
POV-Ray Ring: http://webring.povray.co.uk


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From: Tim Nikias v2 0
Subject: Re: Particles again... (MPG1, 428kb)
Date: 19 Mar 2004 06:23:56
Message: <405ad84c@news.povray.org>
> Not that it's very important, but I'd like to point out here that
> seperation alone does not qualify as boid behavior as far as I know. The
> three part of of boid behavior are:
>
> Separation: steer to avoid crowding local flockmates
> Alignment: steer towards the average heading of local flockmates
> Cohesion: steer to move toward the average position of local flockmates

I know, that was what I was thinking of doing. Swarming bacteria,
so-to-speak. Thanks anyway, perhaps some other POVer might need the info.
:-)

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de


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From: Apache
Subject: Re: Particles again... (MPG1, 428kb)
Date: 19 Mar 2004 17:04:03
Message: <405b6e53$1@news.povray.org>
I'm up to thinking about things while I don't have the time to do the
coding. Believe me, the amount of ideas here isn't the bottleneck :P


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