POV-Ray : Newsgroups : povray.binaries.animations : Liquid animation 22 Server Time
23 Dec 2024 03:03:37 EST (-0500)
  Liquid animation 22 (Message 1 to 3 of 3)  
From: fidos
Subject: Liquid animation 22
Date: 8 May 2006 06:00:01
Message: <web.445f15a2fb086acbc5d2bc870@news.povray.org>
Hello,

I post a new fluid animation. I now handle several objects in my fluid
simulator. It's my first results with 2 objects : 2 spheres (one in wood
and one in steel) that fall in a tank of water. Not very impressive, only a
test scene.

The simulation tooks around 10 hours and the rendering around 4 hours (no
photons, no radiosity, only one light).

The video is MPEG1 encoded.

Any comments is wellcome.

Regards,
Fidos.


Post a reply to this message


Attachments:
Download 'spheres.mpg' (689 KB)

From: POVMAN
Subject: Re: Liquid animation 22
Date: 6 Jun 2006 08:28:10
Message: <448574da$1@news.povray.org>
Apart from "Wow", I dont have any other comments.  I do have some questions.

I know you've being doing these for a while, but is there any goal in site. 
Are you creating the end scenes or creating the models.

What are you modeling the water behaviour with?

What mathematical model are you using.

Have you written your own program to do the modeling?  If so what language 
are you using?


-- 
#####-----#####-----#####
POV Tips and Hints at ...
http://povman.blogspot.com/


Post a reply to this message

From: fidos
Subject: Re: Liquid animation 22
Date: 7 Jun 2006 15:30:00
Message: <web.448727f4b430e285e20efaa80@news.povray.org>
"POVMAN" <s### [at] acom> wrote:
> Apart from "Wow", I dont have any other comments.  I do have some questions.
>
> I know you've being doing these for a while, but is there any goal in site.
> Are you creating the end scenes or creating the models.
I have the goal to release a fluid simulator for povray. The description of
the scene is partly hard coded in my program for the moment.
>
> What are you modeling the water behaviour with?
There is no influence on the behaviour of the fluid. The positions and
initial speeds are defined and the simulation is left going where it wants.
>
> What mathematical model are you using.
I solve the navier stock equations for the speed and I use the level set
methods for the tacking of the water surface. Have a look to the page of
Ron Fedkiw if you are interested in the method
(http://graphics.stanford.edu/~fedkiw/).
>
> Have you written your own program to do the modeling?  If so what language
> are you using?
There is no program for the modeling of the scene. It is only necesary to
define the objects involve in the simulation (type (mesh, cylinder, etc.),
initial position/rotation, initial speed), the shape of the environement
(with an isosurface file), the shape of the still water bodies (with an
isosurface file), the shape and speed of the water sources (with an
isosurface file). For the mesh objects, I use Wings to models and I load
the mesh in my simulator. The mesh are than translated in an isosurface by
the program. For the sphere, cylinder and box objects, I directly build a
isosurface from the definition of the object in the simulator. A small
config file can define all those inputs very easily.
>
>
> --
> #####-----#####-----#####
> POV Tips and Hints at ...
> http://povman.blogspot.com/


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.