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I've changed the core algorithm of the macro, nomore Reorient_Trans() and
planes' normals but haevy use of Axis_Rotate_Trans. Some floating boxes are
still there, but at least I got rid of the sinking ones. When the y_size
(height) of the placed object is small, compared to the other sizes, the
macro works wonderfully IMO (as you can see in the following examples named
"cards" and "sticks").
I don't think I'll go through all the physics stuff, since this is not meant
to be a simulation and speed is a key factor (I must say that the new
algorithm is a bit slower, but parse time is still under 2 minutes).
BTW, what do you think? Does this look usefull-useless cool-boring?
Code will be posted ASA I find a free website where to put it on :)
Cheers,
--
Jonathan.
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Attachments:
Download 'colblo2.jpg' (41 KB)
Download 'cards.jpg' (33 KB)
Download 'sticks.jpg' (77 KB)
Preview of image 'colblo2.jpg'
![colblo2.jpg](/povray.binaries.images/attachment/%3C3bf951c1%40news.povray.org%3E/colblo2.jpg?preview=1)
Preview of image 'cards.jpg'
![cards.jpg](/povray.binaries.images/attachment/%3C3bf951c1%40news.povray.org%3E/cards.jpg?preview=1)
Preview of image 'sticks.jpg'
![sticks.jpg](/povray.binaries.images/attachment/%3C3bf951c1%40news.povray.org%3E/sticks.jpg?preview=1)
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JRG wrote:
>
> I've changed the core algorithm of the macro, nomore Reorient_Trans() and
> planes' normals but haevy use of Axis_Rotate_Trans. Some floating boxes are
> still there, but at least I got rid of the sinking ones. When the y_size
> (height) of the placed object is small, compared to the other sizes, the
> macro works wonderfully IMO (as you can see in the following examples named
> "cards" and "sticks").
>
> I don't think I'll go through all the physics stuff, since this is not meant
> to be a simulation and speed is a key factor (I must say that the new
> algorithm is a bit slower, but parse time is still under 2 minutes).
>
> BTW, what do you think? Does this look usefull-useless cool-boring?
I think it's very useful, of course including physics would be even
better, but difficult to do it correctly (apart from gravitation friction
would be important to consider too, not an easy task)
I thought about something similar for simulating stacks of wood like you
see in the forest when it's cut, maybe your macro can be modified to
simulate this too.
> Code will be posted ASA I find a free website where to put it on :)
>
Doesn't your ISP offer a webspace? Free offers with advertisement banners
on the pages are often not that nice.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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Christoph Hormann wrote:
> I think it's very useful, of course including physics would be even
> better, but difficult to do it correctly (apart from gravitation friction
> would be important to consider too, not an easy task)
Not to mention that it would be much slower (which doesn't mean it's not
worth the try).
> I thought about something similar for simulating stacks of wood like you
> see in the forest when it's cut, maybe your macro can be modified to
> simulate this too.
Since every position is chosen by a position_macro() (defined by the user:
i.e. it doesn't have to be random, but can be described by a probability
map, a function, a loop, whatever you want), this should be fairly simple.
> Doesn't your ISP offer a webspace? Free offers with advertisement banners
> on the pages are often not that nice.
Hmm, I'll check it out.
--
Jonathan.
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmx de>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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Does the macro let you scatter stuff over any object?
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Yes.
--
Jonathan.
"Mahalis" <don### [at] fakey com> ha scritto nel messaggio
news:3bf9a82a$1@news.povray.org...
> Does the macro let you scatter stuff over any object?
>
>
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These ones are very simplified examples. Using multiple objects is possible
with minimal code modification (which I'm gonna do it :).
--
Jonathan.
"Ross Litscher" <lit### [at] osu edu> ha scritto nel messaggio
news:3bf9e403@news.povray.org...
> although you could probably hack this with multiple uses of the existing
> macro, it might be usefull if you could give it a set of objects to
clutter.
> somone mentioned stacks of wood when cut, and i immediately thought of the
> "clutter" of wood chips around those trees when being cut. or, the various
> shapes and sizes of "dust bunnies" that exist behind my monitor on my
desk.
>
> i dunno, just something that adds more variation besides color.
>
>
> ross.
>
>
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It looks great. It looks useful. I can't wait for the code !
JRG wrote:
>
> I've changed the core algorithm of the macro, nomore Reorient_Trans() and
> planes' normals but haevy use of Axis_Rotate_Trans. Some floating boxes are
> still there, but at least I got rid of the sinking ones. When the y_size
> (height) of the placed object is small, compared to the other sizes, the
> macro works wonderfully IMO (as you can see in the following examples named
> "cards" and "sticks").
>
> I don't think I'll go through all the physics stuff, since this is not meant
> to be a simulation and speed is a key factor (I must say that the new
> algorithm is a bit slower, but parse time is still under 2 minutes).
>
> BTW, what do you think? Does this look usefull-useless cool-boring?
>
> Code will be posted ASA I find a free website where to put it on :)
>
> Cheers,
>
> --
> Jonathan.
>
> [Image]
>
> [Image]
>
> [Image]
--
Oliver Wood
University Of Durham
http://www.dur.ac.uk/o.e.wood/
Post a reply to this message
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This looks very useful, in fact I think it will allow me to make a picture
which I have rejected as to difficult until now!
Mick
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