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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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