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Anyone had a chance to play with this much? I was just taking a look at
it recently at http://tofbouf.free.fr/clothray/index_en.html
Looks schweet..
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Thomas Charron wrote:
>
> Anyone had a chance to play with this much? I was just taking a look at
> it recently at http://tofbouf.free.fr/clothray/index_en.html
>
> Looks schweet..
Well, as the author of this patch, the answer is... hum... yes.
If you have the (great) chance to speak french (or have a little
understanding of it), you can look at:
http://tofbouf.free.fr/clothray/tut01.html
There's a tutorial (not finished yet)...
It will probably be translated in english after the end of this IRTC
round...
Just an example of what can be achieved....
Bouf.
Post a reply to this message
Attachments:
Download 'dblmesh.jpg' (26 KB)
Preview of image 'dblmesh.jpg'
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Oh, that's a nice one! I like the structure of the cloth.
Marc-Hendrik
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From: Thomas Charron
Subject: Re: Clothray cloth simulation patch..
Date: 19 Feb 2001 12:35:34
Message: <3a915966@news.povray.org>
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VERY nice. I'm definatly looking forward to this.. :-) It would have
assisted in my most-likely-wont-be-finished-in-time entry, where I modeled a
hanging cloak in sPatch for a guy wearing some chainmail.. :-) Out of
curiousity, will you be releasing a version merged into Megapov? I remember
reading something about it in p.u.p., but I can't seem to find the thread
anymore in my newsreader.. :-(
"Christophe Bouffartigue" <Chr### [at] nanterremarellifr>
wrote in message news:3A90C3DA.3545FEC4@nanterre.marelli.fr...
> Thomas Charron wrote:
> > Anyone had a chance to play with this much? I was just taking a
look at
> > it recently at http://tofbouf.free.fr/clothray/index_en.html
> > Looks schweet..
> Well, as the author of this patch, the answer is... hum... yes.
> If you have the (great) chance to speak french (or have a little
> understanding of it), you can look at:
> http://tofbouf.free.fr/clothray/tut01.html
> There's a tutorial (not finished yet)...
> It will probably be translated in english after the end of this IRTC
> round...
> Just an example of what can be achieved....
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Chris, have you given any thought to contacting the other POVers who are
working on cloth right now? It would be ideal if all of the implementations
could be merged, preferably as you have implemented it, in-POV.
As the French say: A+ :)
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Christophe Bouffartigue wrote:
> Well, as the author of this patch
I have a question: How similar is this to what Chris Huff did with his in-POV
particle simulations?
Did you do something similar with just spring forces & such?
> Just an example of what can be achieved....
Nice!!, very nice
--
Bye,
Pabs
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Pabs wrote:
>
> I have a question: How similar is this to what Chris Huff did with his in-POV
> particle simulations?
> Did you do something similar with just spring forces & such?
Well, actually, except for the syntax and the particles creation, it's
very similar: just forces applied to "particles".
Bouf.
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"Tony[B]" wrote:
>
> Chris, have you given any thought to contacting the other POVers who are
> working on cloth right now? It would be ideal if all of the implementations
> could be merged, preferably as you have implemented it, in-POV.
If you think about Jerome's Cloth Simulator, the 2 projects had the same
purpose: an IRTC image. But, our programming skills are different, and I
went the "easy (and lazy) way": patching an already existant code, and
reusing POV's intersection routines.
Another issue is that my patch is an extremely specialized patch, and I
don't think that this kind of thing has to be implemented in POV. Always
the same thing: POV is a renderer, not a modeller.
I think Jerome's implementation is much more versatile than mine, but he
has to rewrite a lot of code (and know a lot of math) to provide new
object collision detection.
What would be ideal is a POV cloth simulator (like Jerome's), with a POV
object (script langage) as input, and OpenGl Preview, wind description
as a pigment, cloth description "a la mesh2" (that would allow any shape
for the cloth, not only rectangular), contraints (hanging points, for
instance), .... and so many things, and finally a mesh file as output,
that can be used directly in POV...
> As the French say: A+ :)
:)
A+
Bouf.
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In article <3a91ca30$1@news.povray.org>, Pabs <"pabs3"@ no spam thanx
dot crosswinds.net> wrote:
> I have a question: How similar is this to what Chris Huff did with
> his in-POV particle simulations?
> Did you do something similar with just spring forces & such?
Probably extremely similar, just using different spring forces and with
the particles linked to each other in a different way...with cloth, a
particle is always linked to specific neighboring particles, but with my
patch, particles are affected by any nearby particles.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Thomas Charron wrote:
>
> Out of
> curiousity, will you be releasing a version merged into Megapov? I remember
> reading something about it in p.u.p., but I can't seem to find the thread
> anymore in my newsreader.. :-(
I promised to merge clothray with next version of my POVMan patch (which
will be based on MegaPov 0.7), but haven't got time to do it. Hopefully
this week (or weekend). I'll make note in p.u.p., when it's ready.
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