POV-Ray : Newsgroups : povray.binaries.images : cloth-cloth collission Server Time
16 Aug 2024 14:27:49 EDT (-0400)
  cloth-cloth collission (Message 1 to 8 of 8)  
From: Apache
Subject: cloth-cloth collission
Date: 4 Feb 2002 18:18:28
Message: <3c5f16c4@news.povray.org>
I'm very happy. Finally I got that funky cloth-cloth collission algorithm
implementation running!
I included a test image.


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Attachments:
Download 'cloth06test2_frame453_640x480.jpg' (85 KB)

Preview of image 'cloth06test2_frame453_640x480.jpg'
cloth06test2_frame453_640x480.jpg


 

From: Andrew Cocker
Subject: Re: cloth-cloth collission
Date: 4 Feb 2002 19:11:44
Message: <3c5f2340@news.povray.org>
That looks fantastic! I have some questions:

Are you using 3.5 or MegaPOV (persistent variables). 3.5 I hope....

Why are some of the individual polygons visible on the large fold? Is it a
smooth mesh?

In an animation, will your code allow another object to move the cloth ie.
if a sphere moved up into your cloth, would it lift it, or pass through?

Keep up this work, I'm fascinated.

All the best,

Andy Cocker


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From: Apache
Subject: Re: cloth-cloth collission
Date: 4 Feb 2002 20:14:48
Message: <3c5f3208$1@news.povray.org>
I would lift it.
At first I wrote the thing (without collission detection) in pov3.5 but it
was too slow. I ported it to C and added collission detection. I support
multiple sphere. Within 24 hours I'll have an animation ready at
http://geitenkaas.dns2go.com/experiments.
The filename will be: cloth06test2_640x480.divx.avi
The mpeg version: cloth06test2_640x480.mpeg
I'll post a message in povray.binaries.animations.



Apache



--- spare CPU time? start IMPing at http://www.imp.org/ ---


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From: Apache
Subject: Re: cloth-cloth collission
Date: 4 Feb 2002 20:21:10
Message: <3c5f3386$1@news.povray.org>
forgot some more:

I'm using plain and simple triangles without normal interpolating. I haven't
been working on the appearance of the thing. It should have some thickness
too. (Check the space between sheets.)
After some more testing I'll work with smooth triangles and bigger meshes.
Should be some furr too (like a towel or something).


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From: Steve
Subject: Re: cloth-cloth collission
Date: 4 Feb 2002 21:00:21
Message: <slrna5ueja.q8e.steve@zero-pps.localdomain>
On Tue, 5 Feb 2002 00:34:06 +0100, Apache wrote:
> I'm very happy. Finally I got that funky cloth-cloth collission algorithm
> implementation running!
> I included a test image.
> 

This is a beautiful image as is, but close to the camera the cloth seems
to be embeded in the ground. 

--
#local i=.1;#local I=(i/i)/i;#local l=(i+i)/i;#local ll=(I/i)/l;box{<-ll,
-((I/I)+l),-ll><ll,-l,ll>pigment{checker scale l}finish{ambient((I/l)/I)+
(l/I)}}sphere{<i-i,l-l,(I/l)>l/l pigment{rgb((I/l)/I)}finish{reflection((
I/l)/I)-(l/I)specular(I/l)/I}}light_source{<I-l,I+I,(I-l)/l>l/l} // Steve


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From:
Subject: Re: cloth-cloth collission
Date: 5 Feb 2002 00:18:42
Message: <3c5f6b32$1@news.povray.org>
It looks great! Congratulations!

Did you rewrite it in C?

Soon after my unsuccesful attempts to use backward Euler I installed a new
motherboard in my PC and had to reinstall w2k. Accidentally I messed up my
partitions and almost lost all my data!!! I spent all the weekend trying to
fix all the mess. Fortunately I didn't loose everything and I will be able
to continue my cloth research soon. I just have to find some free time!!!

Congratulations again,

Fernando.


"Apache" <apa### [at] yahoocom> wrote in message
news:3c5f16c4@news.povray.org...
> I'm very happy. Finally I got that funky cloth-cloth collission algorithm
> implementation running!
> I included a test image.
>
>
>


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From: Apache
Subject: Re: cloth-cloth collission
Date: 5 Feb 2002 03:34:23
Message: <3c5f990f$1@news.povray.org>
Please Fernando, fix your things! It's been awfully quiet at
povray.binaries.animations! :-)


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From: Apache
Subject: Re: cloth-cloth collission
Date: 5 Feb 2002 03:34:37
Message: <3c5f991d$1@news.povray.org>
My box is working on the frames for the animation now...
The cloth consists of triangles, so at this moment it's infinitely thin. In
fact it's hovering about 0,01 units ABOVE the floor.


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