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From: Mic Hazelgrove
Subject: Re: Particle blobs - attached files (1/1)
Date: 28 Jun 2000 14:56:58
Message: <395a4a7a@news.povray.org>
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Make it transparent, add a very small spotted white texture and you have
foam on the crest of a wave!
"Chris Huff" <chr### [at] maccom> wrote in message
news:chrishuff-4B2C3F.12370928062000@news.povray.org...
> I just finished the object part of the particle_system patch, and have
> implemented object interaction. The particle_system object is actually
> an automatically generated blob, though the syntax looks like a separate
> object. I might turn it into a blob component eventually.
> These are two images of the same system: A single particle emitter at
> the left, spraying particles along the surface of a plane toward a
> slightly offset sphere.
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
>
>
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Does this particle system include collision detection? (Please say yes...)
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In article <395a4b25@news.povray.org>, "Tony[B]"
<ben### [at] panamac-comnet> wrote:
> Does this particle system include collision detection? (Please say yes...)
Yes, that is what I mean by object interaction. The particles don't
interact with each other yet, but they do bounce off of specified
objects. Look at the second image, with the sphere splitting the
"stream" into two.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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> Yes, that is what I mean by object interaction.
Drool... me want particles... :-}_
>Look at the second image, with the sphere splitting
> the "stream" into two.
I thought that's what I saw. Joy.
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That's great, Chris! Do you call it like a standard object? It seems to use
trace, does it? I hope your patch makes it into the next MegaPov release :)
~Sam
Chris Huff wrote:
> I just finished the object part of the particle_system patch, and have
> implemented object interaction. The particle_system object is actually
> an automatically generated blob, though the syntax looks like a separate
> object. I might turn it into a blob component eventually.
> These are two images of the same system: A single particle emitter at
> the left, spraying particles along the surface of a plane toward a
> slightly offset sphere.
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
>
> [Image]
>
> [Image]
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In article <395A523E.CB686B58@aol.com>, STB### [at] aolcom wrote:
> That's great, Chris! Do you call it like a standard object?
At the moment, it can be called as an object or a pattern. I may change
it so it is a blob component type, and remove the pattern(which is
unnecessary with the additions I have made to blob_pigment).
> It seems to use trace, does it? I hope your patch makes it into the
> next MegaPov release :)
Depends on what you mean...it uses the same internal functions that
POV-Script trace() does, but it doesn't use the internal Trace()
function.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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I forgot to ask, if you get interaction between particles worked in, will
the spray let you use any object? Like if I wanted grain to pour out of a
tube, etc.
Chris Huff wrote:
> In article <395A523E.CB686B58@aol.com>, STB### [at] aolcom wrote:
>
> > That's great, Chris! Do you call it like a standard object?
>
> At the moment, it can be called as an object or a pattern. I may change
> it so it is a blob component type, and remove the pattern(which is
> unnecessary with the additions I have made to blob_pigment).
>
> > It seems to use trace, does it? I hope your patch makes it into the
> > next MegaPov release :)
>
> Depends on what you mean...it uses the same internal functions that
> POV-Script trace() does, but it doesn't use the internal Trace()
> function.
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
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In article <395A766A.F93A0502@aol.com>, SamuelT <STB### [at] aolcom>
wrote:
> I forgot to ask, if you get interaction between particles worked in, will
> the spray let you use any object? Like if I wanted grain to pour out of a
> tube, etc.
Hmm, I was actually only planning on point or sphere particles, though
possibly a way to specify a particle object and a "rotational jitter"
amount. I also wasn't planning on actual particle-particle collision
detection, just attractive/repulsive fields.
Doing collision detection between two arbitrary objects would be very
difficult, approximating them with spheres would probably be sufficient
for most cases.
What would be very nice would be the ability to specify a macro for
creating particles. The POV engine would pass position, velocity,
temperature, age, and other particle data to the macro through it's
parameters, the user would write the macro to create the particles
themselves. I have no idea how to do this, but I do plan on looking into
it.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Hi Chris!
The particle_system very interesting!
I have some questions:
Is the particle_system frame independent? That is, when animated, is it
relying completely on the clock, and not on saving data between the frames?
Or is it frame dependent, that is, you may not get the same result when you
render an animation with 20 frames and another with 100 frames. I hope it is
frame independent.
How does the collision detection work? Do you have to specify all objects
the particles should detects, or does it automatically detect all objects in
the scene? I hope it detects all objects automatically, maybe with an option
to turn detection *off* for specified objects, rather than having an option
turning detection *on* for specified objects. But I may not have thought
this through well enough...
Anyway, as I said, seems very interesting!
Greetings,
Rune
--
Updated June 12: http://rsj.mobilixnet.dk
3D images, include files, stereograms, tutorials,
The POV Desktop Theme, The POV-Ray Logo Contest,
music, 350+ raytracing jokes, and much more!
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In article <395a81de@news.povray.org>, "Rune" <run### [at] inamecom>
wrote:
> Is the particle_system frame independent? That is, when animated, is
> it relying completely on the clock, and not on saving data between
> the frames? Or is it frame dependent, that is, you may not get the
> same result when you render an animation with 20 frames and another
> with 100 frames. I hope it is frame independent.
It does not save data between frames, it recalculates it every time. It
might have a problem with different frames producing different jitter
values in the simulation, I am going to try to fix this(if it turns out
to be a real problem).
> How does the collision detection work? Do you have to specify all
> objects the particles should detects, or does it automatically detect
> all objects in the scene? I hope it detects all objects
> automatically, maybe with an option to turn detection *off* for
> specified objects, rather than having an option turning detection
> *on* for specified objects. But I may not have thought this through
> well enough...
Objects the particle_system interacts with are specified by an
"environment" keyword in the particle_system statement. This is more
flexible than having a per-object keyword, since you can have one
particle_system interact with an object but others ignore it, and also
avoids problems with particle systems interacting with other particle
systems that aren't created yet.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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