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Bill DeWitt wrote:
>
> [Image]
Nice. Isos?
And what's that sky_sphere doing in the background?
--
Francois Labreque | It's a combination of several fetishes:
flabreque | industrial robotics, female anatomy, and
@ | fluorescent light in that order.
videotron.ca | - Chris Cunningham
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An anim would be cool.
--
Cheers
Steve email mailto:ste### [at] zeropps uklinux net
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
10:57pm up 117 days, 23:46, 2 users, load average: 1.17, 1.10, 1.09
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"Steve" <ste### [at] zeropps uklinux net> wrote in message
news:slr### [at] zero-pps localdomain...
> An anim would be cool.
Sure is, check p.b.a in a few minutes.
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Cool.
Two points. The wells for the planets look a little too deep (compaired to
the
sun) and the falloff for the planets is too fast.
Now do a black hole <grin>
What's the isofunction you've used?
Gail
*************************************************************************
* gsh### [at] monotix co za * Step into the abyss, *
* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
*************************************************************************
* The difficult we do immediately, the impossible takes a little longer *
*************************************************************************
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"Gail Shaw" <gsh### [at] monotix co za> wrote in message
news:3b15ecda@news.povray.org...
> Cool.
>
> Two points. The wells for the planets look a little too deep (compaired to
> the
> sun) and the falloff for the planets is too fast.
>
> Now do a black hole <grin>
>
> What's the isofunction you've used?
Well that's the problem isn't it... I need a function that doesn't go
vertical... I would like it to go as deep as the mass is large.
What I am using now is (for instance)...
#declare MarsMass = 15;
#declare MarsPosx = sin(clock*(2*pi))*39;
#declare MarsPosz = (cos(clock*(2*pi))*35)+4;
#declare MarsHole = sqrt(MarsMass)/5;
#local Mars = function(MarsMass/(max(
(x-MarsPosx)*(x-MarsPosx)
+(z-MarsPosz)*(z-MarsPosz)
,MarsHole)
)
) /// end function
isosurface{
function { y+Sun+Earth+Moon+Mars }
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I was just wondering if you could do it with a 3d grid of rods on the x,y and z
plane. It would probably look something like a building construction structure.
The places where the gravity well is would then shrink the grid in that place
bending it in a warped fashion.
I tried to make a quick preview but I see now that it looks quite confusing! And
that's with only a few xy planes excluding the z plane... (this is not done in
Pov or MegaPov).
Well, maybe if the rods were further apart it would be more comprehensive.
Nekar
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On Thu, 31 May 2001 09:08:36 -0400, Bill DeWitt wrote:
>
>"Gail Shaw" <gsh### [at] monotix co za> wrote in message
>news:3b15ecda@news.povray.org...
>> Cool.
>>
>> Two points. The wells for the planets look a little too deep (compaired to
>> the
>> sun) and the falloff for the planets is too fast.
>>
>> Now do a black hole <grin>
>>
>> What's the isofunction you've used?
>
> Well that's the problem isn't it... I need a function that doesn't go
>vertical... I would like it to go as deep as the mass is large.
The problem is that the equation for gravity actually does go vertical, if
you're dealing with a point mass. The equation for gravity in a sphere
is a bit more complex, but it actually goes to zero at the center (which
means that if any of the various "hollow earth" theories were true, the
inhabitants would experience the sun's gravity without the earth's
contribution, and points on the inside of the shell would be subject to
some pretty extreme variations in their local "down" vector. If you left
your beach ball outside, it would soon be traveling at a little under
1000 MPH around the inside of the shell, tracking the sun.)
f'ups to off-topic, since I think the hollow-earth thing is an interesting
topic and it's likely to attract the most comments.
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}
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"Ron Parker" <ron### [at] povray org> wrote :
> >
> > Well that's the problem isn't it... I need a function that doesn't go
> >vertical... I would like it to go as deep as the mass is large.
>
> The problem is that the equation for gravity actually does go vertical, if
> you're dealing with a point mass. The equation for gravity in a sphere
> is a bit more complex, but it actually goes to zero at the center
But the problem with the formula I am using is that it goes vertical too
far from the center. The larger the mass, the wider the area of nearly
vertical descent.
As soon as my current animation finishes I will mess with it...
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"Bill DeWitt" wrote:
> But the problem with the formula I am using is
> that it goes vertical too far from the center. The
> larger the mass, the wider the area of nearly
> vertical descent.
scale <1, 0.1, 1>
I also think it would look nice if the planets etc. were placed down in the
holes instead of hovering over them. That way I think it would look more
like the holes are a direct effect of the objects.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated May 10)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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