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From: Samuel Benge
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 12 Sep 2012 14:40:01
Message: <web.5050d5f22fe15fc5cf6bcf5f0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> For the moment, I can only make the physics simulation to work with
> boxes, but that's enough for some fun... :)
>

Great work as always, Jaime. Those colored pencils look wonderful, but the
scene's missing a sketch somewhere :) The bricks have some nice details as well.

Thanks to you, I decided to try something I've had in mind for a while, but
never got around to until yesterday: using Blender to solve the physics, and
POV-Ray to render the objects. I won't go into the details yet (the process is a
bit convoluted), but for now it's enough to say that any object can be used; it
just takes importing or building a new one in POV. The intermediate .obj file is
fairly small (just four vertices for each object), and preserves per-axis
scaling in addition to rotation and positional data.

Attached is a test using cones of various sizes dropped into a bowl. I'll bring
out the doughnuts later.

Sam


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Attachments:
Download 'cones-in-bowl.jpg' (103 KB)

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cones-in-bowl.jpg


 

From: Samuel Benge
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 12 Sep 2012 15:15:01
Message: <web.5050de0b2fe15fc5510f5afc0@news.povray.org>
A box of doughnuts made from the finest torus cake, blob glazing and CSG
sprinkles. The colors are probably off, since I wasn't picking from a photo or
anything, and the glazing coverage is a tad spotty in places, but hey, it's just
a test :)

The current limitation of using this setup is that only one type of geometry can
be used. A solution might require having separate selection groups and files for
each type of object.

Sam


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Download 'box-o'-doughnuts.jpg' (138 KB)

Preview of image 'box-o'-doughnuts.jpg'
box-o'-doughnuts.jpg


 

From: Jaime Vives Piqueres
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 12 Sep 2012 16:15:01
Message: <5050ed45$1@news.povray.org>
On 12/09/12 21:10, Samuel Benge wrote:
> A box of doughnuts made from the finest torus cake, blob glazing and
> CSG sprinkles. The colors are probably off, since I wasn't picking
> from a photo or anything, and the glazing coverage is a tad spotty in
> places, but hey, it's just a test :)
>

   Mmmmm... they look absolutely delicious, and the lighting is beautiful
as usual. Oh, and the placement job looks good: I'm sure the method is
convoluted enough for your standards... ;)

--
Jaime


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From: Samuel Benge
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 12 Sep 2012 17:15:01
Message: <web.5050fa202fe15fc5865621b80@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> I'm sure the method is convoluted enough for your standards... ;)
>

Hehe, yeah. You know, it never starts out that way, yet before I know it the
number of steps needed to do one thing have skyrocketed, and I'm burned out on
the project that I had begun in the first place. I should just start releasing
the programs and POV script I make along the way, since the images I render from
them are usually unpostworthy ;)

Sam


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From: Paolo Gibellini
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 13 Sep 2012 04:32:31
Message: <50519a1f$1@news.povray.org>
>Samuel Benge  on date 12/09/2012 21.10 wrote:
> A box of doughnuts made from the finest torus cake, blob glazing and CSG
> sprinkles. The colors are probably off, since I wasn't picking from a photo or
> anything, and the glazing coverage is a tad spotty in places, but hey, it's just
> a test :)
>
> The current limitation of using this setup is that only one type of geometry can
> be used. A solution might require having separate selection groups and files for
> each type of object.
>
> Sam
>
Yum yum...
Paolo


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From: Jaime Vives Piqueres
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 13 Sep 2012 05:52:51
Message: <5051acf3$1@news.povray.org>
On 12/09/12 08:49, Thomas de Groot wrote:
> You truly are a master of realism... except for the wood beams ;-)
> that is looking weird in cross section (but who minds?).

   I'm randomly differencing the same heightfield on each side of the
box, so yes, at the ends it doesn't look right. Now that you mention it,
I could use a more appropriate HF for the ends, with a concentric
circles pattern...

--
Jaime


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From: Jaime Vives Piqueres
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 13 Sep 2012 06:13:23
Message: <5051b1c3@news.povray.org>
On 12/09/12 20:35, Samuel Benge wrote:
> Great work as always, Jaime. Those colored pencils look wonderful,
> but the scene's missing a sketch somewhere :) The bricks have some
> nice details as well.

    Thanks! Yes, I had the more fun moments with the pencils... I did
trace like 30 different arrangements. The pen itself was a 15min job on
Wings3D, but it really came out pretty nice.

> Thanks to you, I decided to try something I've had in mind for a
> while, but never got around to until yesterday: using Blender to
> solve the physics, and POV-Ray to render the objects. I won't go into
> the details yet (the process is a bit convoluted), but for now it's
> enough to say that any object can be used; it just takes importing or
> building a new one in POV. The intermediate .obj file is fairly small
> (just four vertices for each object), and preserves per-axis scaling
> in addition to rotation and positional data.
>

    It would be nice to have a tool specifically made to interface the
Bullet Physics library with POV-Ray, to have a more simpler process
(run the simulation, export and render). Searching for such a program on
the net I found Koppi's Playground, and also this other one which I
could not make to work on my current system (but it looks very
interesting and promising):

    http://www.arishapiro.com/dance/

--
Jaime


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Attachments:
Download 'pens-physics-11.jpg' (177 KB)

Preview of image 'pens-physics-11.jpg'
pens-physics-11.jpg


 

From: Samuel Benge
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 13 Sep 2012 14:50:00
Message: <web.505229e02fe15fc5fd5daddd0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> On 12/09/12 20:35, Samuel Benge wrote:
> > Thanks to you, I decided to try something I've had in mind for a
> > while, but never got around to until yesterday: using Blender to
> > solve the physics, and POV-Ray to render the objects. I won't go into
> > the details yet (the process is a bit convoluted), but for now it's
> > enough to say that any object can be used; it just takes importing or
> > building a new one in POV. The intermediate .obj file is fairly small
> > (just four vertices for each object), and preserves per-axis scaling
> > in addition to rotation and positional data.
> >
>
>     It would be nice to have a tool specifically made to interface the
> Bullet Physics library with POV-Ray, to have a more simpler process
> (run the simulation, export and render).

Yeah, it would be nice. My method isn't too horrible:

Blender:
-> prepare the physics simulation
-> run the "game" using the Bullet physics solver, saving its results to the IPO
-> copy the transformations of all rigid body objects (.py script)
-> paste the transformations to four-point mesh objects (.py script)
-> export all four-point meshes to a single .obj file

System:
-> run Obj2POVA.exe* with command line options (only a single step when using a
..bat file)

POV-Ray
-> run the scene file

The worst part of the process is battling with Blender. When you duplicate
objects and try to transform them after things have been saved to the IPO,
subsequent transformations will revert to past configurations, which means that
any changes made to the objects' orientations is all for nothing. You can delete
all IPO data, and it still happens. To avoid this, all rigid body actors must be
deleted and reduplicated if previously saved to the IPO, otherwise links to old
data must be cleared individually for every_single_object. After I learned what
was (unnecessarily) happening, things started going a lot more smoothly. Current
Blender versions might not have this problem.

> Searching for such a program on the net I found Koppi's Playground

Would I really need to build Koppi's Playground myself? Seems like a lot of work
to go though. Tangling with Blender is looking more and more like an easier way
to go when I consider trying to download and install the tool chain necessary to
get KBPP up and running %(

Nice updated pencils scene, BTW. Those "no_image" erasers are a kick :) Are you
using geometries other than boxes now? It would appear that the erasers' rounded
edges are behaving as such, although some pencils seem to be balancing on their
edges, so I'm not sure.

Sam

*Obj2PovA.exe is a program I put together using kixor's objLoader library:
http://www.kixor.net/dev/objloader/ It is used for converting .obj data to POV
arrays. I plan to release a version of it soon, since having mesh data readily
available as arrays is useful for so many things. For example, two-point
polygons can be read and converted, thus allowing POV-Ray to render hair created
in Blender.


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From: Robert McGregor
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 13 Sep 2012 17:05:02
Message: <web.505249fa2fe15fc5f7aa22b40@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> For the moment, I can only make the physics simulation to work with
> boxes, but that's enough for some fun... :)
>
> --
> Jaime

Nice!

Okay, here is Gille Tran's shopping cart filled to overflowing with primitives
via a custom program I wrote using the Bullet library. Still pondering easier
integration with POV-Ray...

Cheers,
-------------------------------------------------
www.McGregorFineArt.com


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rwm_shoppingcart1.jpg


 

From: Robert McGregor
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 13 Sep 2012 19:20:01
Message: <web.50526a0b2fe15fc5f7aa22b40@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>     It would be nice to have a tool specifically made to interface the
> Bullet Physics library with POV-Ray, to have a more simpler process
> (run the simulation, export and render)...
> --
> Jaime

I have been thinking about (and working on) this quite a lot lately :)

fyi, I noticed some mirroring of the "no_image" text on some erasers (literally
mirrored text) that may need to be fixed...

:)
------------------------------------------------
www.McGregorFineArt.com


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