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Yeah, I'd like to know this as well...it looks pretty amazing. Good job.
Source?
-Chris-
Paul <pdj### [at] psuedu> wrote in message news:392D1C17.20126E28@psu.edu...
> How do you do the intersection test??
>
> -paul
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Source will be in p.b.s-f as soon as I clean it up a little. I know it looks
like some intersect, but I am positive it's just an illusion. (I ran a (really
slow *cough cough*) render with every cube intersected once with every other
cube (for a total of n(n-1) intersections, so within a smaller bounding cube)
and nothing showed up.)
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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"Rick [Kitty5]" wrote:
> Looks good...
>
> but whats the volume of the outer cube and the volume of all the stacked
> cubes?
>
> (not that i dont believe none intersect!!!)
mumble mumble, I'd have to add some code and wait for it to reparse...
mumble grumble
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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Radians vs. Degrees. Agh! So maybe some of them do intersect. Fixed it now.
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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Serge LAROCQUE wrote:
> Are you absolutely sure that none of the cubes intersects with another? :-))
No :-(
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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This would be a good way to create an astroide feild for a space scene.
Ken Matassa
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didn't someone make an explosion inc file where a solid object was
separated into parts as if it was exploding? your pic looks like it was
all one multicolored cube that exploded. could your code be used for
explosions somehow? anyhow, nice pic.
David Fontaine wrote:
>
> Okay, here's 450 cubes packed into a cubical area. Each time a cube is
> generated it is checked for intersection with other cubes. Every
> consecutive time a cube is found to intersect the failure rate is
> incremented, if it reaches a threshold the algorithm assumes the space
> is full (in this case 30).
>
> Each cube has a random:
> size (0.2-1, evenly distributed),
> rotation (evenly distributed),
> HLS color (hue 120-270, evenly distributed,
> lightness .25-.75, sinusoidal distribution favoring middle values,
> saturation .5-1, quadratic distribution favoring higher values),
> surface normal (part crackle, bumps, wrinkles, even distribution)
>
> parse 6m34s render 1m12s total 7m46s
> total mem 3,307,666 bytes
>
> --
> David Fontaine <dav### [at] faricynet> ICQ 55354965
> Please visit my website: http://www.faricy.net/~davidf/
>
> ------------------------------------------------------------------------
> [Image]
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"ryan constantine" <rco### [at] yahoocom> wrote in message
news:392E1C25.2C0D8B9D@yahoo.com...
| didn't someone make an explosion inc file where a solid object was
| separated into parts as if it was exploding?
"someone"? Watch for your rejection notice from the Chris Colefax Fanclub.
:-)
Bob
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i should have known! forgive me chris! it won't happen again!
Bob Hughes wrote:
>
> "ryan constantine" <rco### [at] yahoocom> wrote in message
> news:392E1C25.2C0D8B9D@yahoo.com...
> | didn't someone make an explosion inc file where a solid object was
> | separated into parts as if it was exploding?
>
> "someone"? Watch for your rejection notice from the Chris Colefax Fanclub.
> :-)
>
> Bob
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Bow make an animation of the camera going through the cubes without
hitting any of them (make a macro that moves the camera forward and
checks every little step which way to go).
It sounds pretty hard, tho...
David Fontaine wrote:
>
> Okay, here's 450 cubes packed into a cubical area. Each time a cube is
> generated it is checked for intersection with other cubes. Every
> consecutive time a cube is found to intersect the failure rate is
> incremented, if it reaches a threshold the algorithm assumes the space
> is full (in this case 30).
>
> Each cube has a random:
> size (0.2-1, evenly distributed),
> rotation (evenly distributed),
> HLS color (hue 120-270, evenly distributed,
> lightness .25-.75, sinusoidal distribution favoring middle values,
> saturation .5-1, quadratic distribution favoring higher values),
> surface normal (part crackle, bumps, wrinkles, even distribution)
>
> parse 6m34s render 1m12s total 7m46s
> total mem 3,307,666 bytes
>
> --
> David Fontaine <dav### [at] faricynet> ICQ 55354965
> Please visit my website: http://www.faricy.net/~davidf/
>
> ------------------------------------------------------------------------
> [Image]
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