POV-Ray : Newsgroups : povray.binaries.images : Chris's patch is cool... (18kbu) Server Time
1 Oct 2024 18:29:48 EDT (-0400)
  Chris's patch is cool... (18kbu) (Message 1 to 5 of 5)  
From: Gail Shaw
Subject: Chris's patch is cool... (18kbu)
Date: 14 Jul 2000 08:29:40
Message: <396f07b4@news.povray.org>
... And there's a windows compile of it (It's a couple of updates
behind the Mac version, but that's not a big problem)

This pic is just one particle emittor using custom particles.

Gail
********************************************************************
* gsh### [at] monotixcoza              * Reality.dat not found         *
* http://www.rucus.ru.ac.za/~gail/ * Attempting to reboot universe *
********************************************************************
* The best way to accelerate Windows NT is at 9.8 m/s^2      *
********************************************************************


Post a reply to this message


Attachments:
Download 'ParticleTest2.jpg' (17 KB)

Preview of image 'ParticleTest2.jpg'
ParticleTest2.jpg


 

From: Marc-Hendrik Bremer
Subject: Re: Chris's patch is cool... (18kbu)
Date: 14 Jul 2000 10:32:53
Message: <396f2495$1@news.povray.org>
Hey, children's paradise ...!


Post a reply to this message

From: ryan constantine
Subject: attn chris...
Date: 14 Jul 2000 17:33:45
Message: <396F86E5.551E258E@yahoo.com>
what are the current and planned features of this patch?  what kind of
physics does this have?  are interactions dependent on material; if
items are solid they collide and bounce off each other, but if they are
liquid they merge, squish, spreadout, or whatever?  or do they currently
remain individual particles?  if liquid puddles, do the particles get
thin enough?  etc. etc....

cool so far by the way.

Gail Shaw wrote:
> 
> ... And there's a windows compile of it (It's a couple of updates
> behind the Mac version, but that's not a big problem)
> 
> This pic is just one particle emittor using custom particles.
> 
> Gail
> ********************************************************************
> * gsh### [at] monotixcoza              * Reality.dat not found         *
> * http://www.rucus.ru.ac.za/~gail/ * Attempting to reboot universe *
> ********************************************************************
> * The best way to accelerate Windows NT is at 9.8 m/s^2      *
> ********************************************************************
> 
>  [Image]


Post a reply to this message

From: Chris Huff
Subject: Re: attn chris...
Date: 14 Jul 2000 18:40:50
Message: <chrishuff-F3A072.17411514072000@news.povray.org>
In article <396F86E5.551E258E@yahoo.com>, ryan constantine 
<rco### [at] yahoocom> wrote:

> what are the current and planned features of this patch? 

It currently does simple inter-particle forces and collisions with 
environmental objects. It also has gravity, wind, and "space_warps" 
which apply forces on the particles depending on their position.


> what kind of physics does this have? 

Not quite sure what you mean here... All particles are simulated as 
points. They do not collide with each other(although they can exert 
forces on each other), but they can collide with environmental objects.

If you were asking how the simulation is done, it is pretty simple: the 
particle is moved a certain distance based on it's velocity, various 
forces on it are calculated based on it's original position, and it's 
velocity is updated based on these forces. Repeat for every particle, 
once per iteration.


> are interactions dependent on material; if items are solid they 
> collide and bounce off each other, but if they are liquid they merge, 
> squish, spreadout, or whatever? 

There is currently only an "elasticity" variable controlling the way 
they bounce off of objects, though I plan to add more behaviors in the 
future. I am also trying to think of a good way to have different 
environmental objects interact in different ways...for example, to have 
some objects get "wet" by the particles, while others repel the 
particles. I would also like to have different liquid types that can 
interact with each other in specific ways, like one liquid floating on 
another.


> or do they currently remain individual particles?  if liquid puddles, 
> do the particles get thin enough?  etc. etc....

Currently, particles are only produced by emitters, and exist until they 
reach a certain specified age or until the simulation is destroyed. I 
will try to add "fragmentation" or fission for particles in low-density 
areas and for higher-speed impacts, and fusion for relatively 
high-density areas with particles traveling in roughly the same 
direction. This should increase the efficiency of the simulation, 
allowing fine "spray" without requiring huge quantities of particles for 
larger bodies of fluid.
If particles interact with each other, than puddles will get thicker as 
more particles are added, otherwise, all particles will just ignore each 
other and the puddle will stay the same thickness.
I am also trying to think of an efficient space-division scheme that can 
easily cope with moving particles...currently all particles must be 
tested for distance if you want to use inter-particle forces. This can 
be extremely slow with large numbers of particles...
I would also like to add a smarter bounding scheme for the calculated 
blob object, though I really have no idea how to do this.

And anyway, I am currently giving the particle system a bit of a rest. I 
have a couple other projects I am working on (a df3 modeller, for 
example).

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


Post a reply to this message

From: GrimDude
Subject: Re: attn chris...
Date: 15 Jul 2000 03:24:24
Message: <397011a8@news.povray.org>
....discussion taken to pov.unofficial.patches...


Post a reply to this message

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