POV-Ray : Newsgroups : povray.binaries.animations : mechsim falling balls, 610 KBU mpeg1 Server Time
1 Nov 2024 21:19:59 EDT (-0400)
  mechsim falling balls, 610 KBU mpeg1 (Message 1 to 6 of 6)  
From: Thomas van der Veen
Subject: mechsim falling balls, 610 KBU mpeg1
Date: 22 Jan 2003 07:38:02
Message: <Xns930B8062E934Dveentukibmcom@204.213.191.226>
Hi all,

Another try of the mechsim feature in Megapov. Although the balls still 
fall from the same spot each time, they bounce into each other so that 
gives some randomness. I will post the source for both animation shortly.

Thomas

ps I hope this post doesn't get broken into pieces.


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Attachments:
Download 'falling.m1v.mpg' (611 KB)

From: Hugo Asm
Subject: Re: mechsim falling balls, 610 KBU mpeg1
Date: 22 Jan 2003 08:22:47
Message: <3e2e9b27@news.povray.org>
Looks very nice. The radiosity isn't perfect but I suppose you're using
'fast' settings?

The balls are still lined up after the bouncing, like a 2d picture. I
suppose in real life, the balls will have an initial rotation that, when
they hit another surface (either another ball or the boxes) results in some
movement in the Z direction. Also, when two balls hits each other, it will
almost certainly be at a skew angle, does the mechsim take this into
consideration?

Regards,
Hugo


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From: Thomas van der Veen
Subject: Re: mechsim falling balls, 610 KBU mpeg1
Date: 22 Jan 2003 09:10:58
Message: <Xns930B9041F516Eveentukibmcom@204.213.191.226>
"Hugo Asm" <hua### [at] post3teledk> wrote in news:3e2e9b27@news.povray.org:

> Looks very nice. The radiosity isn't perfect but I suppose you're
> using 'fast' settings?

Thanks! Well they are pretty 'fast' settings.

 
> The balls are still lined up after the bouncing, like a 2d picture. I
> suppose in real life, the balls will have an initial rotation that,
> when they hit another surface (either another ball or the boxes)
> results in some movement in the Z direction. Also, when two balls hits
> each other, it will almost certainly be at a skew angle, does the
> mechsim take this into consideration?

DUH... I guess I should have put a bit of randomnes in the Z direction in, 
just like in the other animation. Mechsim will take skew angles into 
consideration as far as I know, so that should work.

Thomas


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From: Rick [Kitty5]
Subject: Re: mechsim falling balls, 610 KBU mpeg1
Date: 22 Jan 2003 17:44:47
Message: <3e2f1edf$1@news.povray.org>
Mesmerising how they bounce past each other :)


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From: Andrew Cocker
Subject: Re: mechsim falling balls, 610 KBU mpeg1
Date: 23 Jan 2003 08:50:38
Message: <3e2ff32e$1@news.povray.org>
"Thomas van der Veen" <tho### [at] gmxnet> wrote in message
news:Xns### [at] 204213191226...
> Hi all,
>
> Another try of the mechsim feature in Megapov. Although the balls still
> fall from the same spot each time, they bounce into each other so that
> gives some randomness. I will post the source for both animation shortly.

I really like this one, particularly the scene layout.
To give more randomness to the start (and therefore the end positions), perhaps you
could add
a random velocity to each mass when they are created. I would do it like this:

#include "rand.inc"
#declare TT=seed(7);
#declare Variation=0.2;

mass {
        <0, 0, 0>,
        <RRand(-Variation,Variation,TT),
        RRand(-Variation,Variation,TT),
        RRand(-Variation,Variation,TT)>, // Maybe leave vertical velocity at zero?
        0.1
        density 600
}

Also, you could try changing the error_bound to something like 0.8 or 1 (is it
currently at
0.1?), which may help with the radiosity blotches you are getting around the spheres
(at the
expence of accuracy though).

All the best,

Andy Cocker


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From: Thomas van der Veen
Subject: Re: mechsim falling balls, 610 KBU mpeg1
Date: 31 Jan 2003 12:31:56
Message: <Xns9314B2538B6CCveentukibmcom@204.213.191.226>
"Andrew Cocker" <mai### [at] andrewcockercouk> wrote in
news:3e2ff32e$1@news.povray.org: 

> I really like this one, particularly the scene layout.
> To give more randomness to the start (and therefore the end
> positions), perhaps you could add a random velocity to each mass when
> they are created. 

Thank you! I posted the code now in text.scene-files so people can play 
with it if they want to.

> Also, you could try changing the error_bound to something like 0.8 or
> 1 (is it currently at 0.1?), which may help with the radiosity
> blotches you are getting around the spheres (at the expence of
> accuracy though). 


I didn't rerender the animation with better radiosity settings and some 
randomness in the initial position of the balls mainly because I'm to lazy 
;) As mentioned, the code is now available so if people want to give it a 
try, they can.

Thomas


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