POV-Ray : Newsgroups : povray.binaries.images : Inelastic Collison w/ Radiosity ~72K bu Server Time
4 Nov 2024 19:23:24 EST (-0500)
  Inelastic Collison w/ Radiosity ~72K bu (Message 11 to 18 of 18)  
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From: GrimDude
Subject: Re: Inelastic Collison w/ Radiosity ~72K bu
Date: 2 Sep 2000 02:36:43
Message: <39b09ffb@news.povray.org>
"Bob Hughes" <per### [at] aolcom?subject=PoV-News:> wrote in message
> However, I agree with the observations that there would be more substance
in
> the blurs at the high points in the swings due to the slower movements
there
> (that was what was being said before, right?)
>
> Bob
>
>
>

I'm beginning to think that there shouldn't be much blur at all in the scene
as I've set it up. I believe that it should look like the trailing side of
the spheres are blurred slightly, or indefinite. Additionally, there should
be some elastic effects upon the central spheres (which I have ignored for
now). At any rate, I am getting a blurry sphere with leading/trailing blurs.
Not what I wanted?

Grim


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From: GrimDude
Subject: Re: Inelastic Collison w/ Radiosity ~72K bu
Date: 2 Sep 2000 02:36:44
Message: <39b09ffc@news.povray.org>
"Equiprawn" <equ### [at] tinetie> wrote in message
news:39afe325@news.povray.org...
I'd love to see the code for the texture...
>
> Equiprawn
>
#declare TomsGold = texture { pigment { rgb <1,.875,.575> }
   finish { brilliance 6 diffuse .2285 ambient 0 reflection_type 0
      reflection_max <.75,.6875,.5375> reflection_min
<.7125,.653125,.510625>
      metallic 1 specular .8 roughness 1/120 } }

This is, essentially, T_Gold5E (I think it is) with just minor megapatch
changes. Unless, I made a math error somewhere. ;) I haven't checked it,
'cause it looked good enough.

Grim


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From: GrimDude
Subject: Re: Inelastic Collison w/ Radiosity ~72K bu
Date: 2 Sep 2000 02:36:45
Message: <39b09ffd$1@news.povray.org>
David, Steve, wrench = work in progress. Thanks for the input, but I
probably won't be using an isosurface in the final render, either. ;)

"Doug Eichenberg" <dou### [at] nlsnet> wrote in message
news:39b06d68@news.povray.org...
> Oooohhh.  Nice!
>
> --
> - Doug Eichenberg
>   http://www.getinfo.net/douge
>   dou### [at] nlsnet
>
>

Thanks, guys. Doug! :)

Grim


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From: IMBJR
Subject: Re: Inelastic Collison w/ Radiosity ~72K bu
Date: 2 Sep 2000 11:17:35
Message: <39b11a0f@news.povray.org>
Looks good - but why so long to render? The brief experiments I done with
radiosity do not suggest such long render times - or was it the use of
radiosity for each of the samples required of the motion blur?

GrimDude wrote in message <39af6bb1@news.povray.org>...
>After testing radiosity with this new scene, I'm rather afraid to modify it
>for a hemispherical light source.
>
>I have tried a few variations of motion blur with the system seen here. If,
>anyone can tell me how to more realistically represent acceleration in the
>blur, I would like to hear it!
>
>Compression was not kind.
>
>render time 23hr 34min. 24sec.
>
>
>


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From: Sander
Subject: Re: Inelastic Collison w/ Radiosity ~72K bu
Date: 2 Sep 2000 11:43:03
Message: <MPG.141a30f85cb9e6398968f@news.povray.org>
In article <39af6bb1@news.povray.org>, vos### [at] yahoocom says...
> After testing radiosity with this new scene, I'm rather afraid to modify it
> for a hemispherical light source.
> 
> I have tried a few variations of motion blur with the system seen here. If,
> anyone can tell me how to more realistically represent acceleration in the
> blur, I would like to hear it!
> 
> Compression was not kind.
> 
I like the image: it does suggest motion. How to make it more realistic: 
I can't help you there. 
The collisions are near elastic though, if I'm not mistaken. With 
inelastic collisions much energy is dissipated (into heat mostly) and the 
movement decreases rapidly! The fun of these things is that they continue 
for a long time...

-- 
Regards,  Sander


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From: GrimDude
Subject: Re: Inelastic Collison w/ Radiosity ~72K bu
Date: 3 Sep 2000 03:10:28
Message: <39b1f964@news.povray.org>
I've been using the same global statement from scene to scene. That way all
I have to do is change one value ('distance_maximum') and vary 'count' for
fast or slow renders (testing). 'Inelastic' used a thousand count. Blur
didn't help much for speed with sixty-four samples taken.

Grim

"IMBJR" <imb### [at] imbjrcom> wrote in message news:39b11a0f@news.povray.org...
> Looks good - but why so long to render? The brief experiments I done with
> radiosity do not suggest such long render times - or was it the use of
> radiosity for each of the samples required of the motion blur?
>


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From: GrimDude
Subject: Re: Inelastic Collison w/ Radiosity ~72K bu
Date: 3 Sep 2000 03:10:29
Message: <39b1f965$1@news.povray.org>
"Should" be elastic. If I continue to have the same problem, you will see
what I mean. I couldn't make out, from still shots, which direction the
elements were moving in. Probably my own stupidity (free shot). We'll see.

Grim
"Sander" <san### [at] stolscom> wrote in message
news:MPG.141a30f85cb9e6398968f@news.povray.org...
> The collisions are near elastic though, if I'm not mistaken. With
> inelastic collisions much energy is dissipated (into heat mostly) and the
> movement decreases rapidly! The fun of these things is that they continue
> for a long time...
>
> --
> Regards,  Sander


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From: GrimDude
Subject: Re: Inelastic Collison w/ Radiosity ~72K bu
Date: 4 Sep 2000 02:43:53
Message: <39b344a9@news.povray.org>
Oops, forgot megapov quit using distance_maximum. So, changing it doesn't do
much :D

Grim


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