|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
The first actual scene made with my patch.
It consists of one particle_system object with four particle_emitters.
The water pool accumulating in the center of the fountain is a result of
the simulation itself, no faking done. The textures need some work,
though... :-)
3184 particles created
96527 particle collisions
Scene contains 3 frame level objects; 0 infinite.
Peak memory used: 1521786 bytes
-----------------------------------------------------------------
Time For Parse: 0 hours 0 minutes 5.0 seconds (5 seconds)
Time For Trace: 0 hours 1 minutes 36.0 seconds (96 seconds)
Total Time: 0 hours 1 minutes 41.0 seconds (101 seconds)
Rendered on a Power Mac G3 266 "beige" desktop at minimum CPU priority
("lazy").
--
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/
Post a reply to this message
Attachments:
Download 'particleFountain.jpg' (16 KB)
Preview of image 'particleFountain.jpg'
|
|
| |
| |
|
|
From: ryan constantine
Subject: Re: Particle Fountain(~85K before upload) - particleFountain.jpg (1/1)
Date: 28 Jun 2000 18:40:11
Message: <395A7E4F.867D26CB@yahoo.com>
|
|
|
| |
| |
|
|
what references are you using for writing this particle system? i
followed a bmrt link the other day and a guy has a particle system (a
small c program actually) that outputs in rib format. it looked really
good. i wonder if he'd share knowledge with you. if you want i could
figure out where i saw it...
Chris Huff wrote:
>
> The first actual scene made with my patch.
> It consists of one particle_system object with four particle_emitters.
> The water pool accumulating in the center of the fountain is a result of
> the simulation itself, no faking done. The textures need some work,
> though... :-)
>
> 3184 particles created
> 96527 particle collisions
>
> Scene contains 3 frame level objects; 0 infinite.
>
> Peak memory used: 1521786 bytes
> -----------------------------------------------------------------
> Time For Parse: 0 hours 0 minutes 5.0 seconds (5 seconds)
> Time For Trace: 0 hours 1 minutes 36.0 seconds (96 seconds)
> Total Time: 0 hours 1 minutes 41.0 seconds (101 seconds)
>
> Rendered on a Power Mac G3 266 "beige" desktop at minimum CPU priority
> ("lazy").
>
> --
> 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]
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <395A7E4F.867D26CB@yahoo.com>, ryan constantine
<rco### [at] yahoocom> wrote:
> what references are you using for writing this particle system?
None. I am doing it all from scratch, and figuring things out from trial
and error(and a basic knowledge of Newtonian physics).
> i wonder if he'd share knowledge with you. if you want i could
> figure out where i saw it...
I am interested...I'm not sure how much help it would be with this
patch, but it might be useful someday.
--
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/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
This is great stuff, Chris. I can't imagine to possibilities of this.
By the way, have you tried to fix the find_edges pp filter? And any luck
with the patina pigment idea?
Again, great work!
H.E. Day
<><
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <01bfe158$57857940$e07889d0@daysix>, "H. E. Day"
<Pov### [at] aolcom> wrote:
> This is great stuff, Chris. I can't imagine to possibilities of this.
> By the way, have you tried to fix the find_edges pp filter?
No...what about it needs to be fixed?
> And any luck with the patina pigment idea?
I have a curvature pattern in the same source code as MegaPOV Plus, but
it is not complete yet. However, I did make two
additions(sample_weighting, planar sampling method) to the proximity
pattern which can make it quite useful for things like rust streaks on
concrete walls.
--
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/
Post a reply to this message
|
|
| |
| |
|
|
From: Tony[B]
Subject: Re: Particle Fountain(~85K before upload) - particleFountain.jpg (1/1)
Date: 28 Jun 2000 22:10:22
Message: <395ab00e@news.povray.org>
|
|
|
| |
| |
|
|
Sweeet! Can't wait to get my hands on it, so to speak, or type... oh,
whatever... :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
| No...what about it needs to be fixed?
|Take a look at the post I uploaded a while ago in patches.unoffical. That
would decsribe the problems I've been having.
H.E. Day
Post a reply to this message
|
|
| |
| |
|
|
From: ryan constantine
Subject: Re: Particle Fountain(~85K before upload) - particleFountain.jpg (1/1)
Date: 29 Jun 2000 05:59:05
Message: <395B1D72.79AFC6C7@yahoo.com>
|
|
|
| |
| |
|
|
http://www.warpax.com/education/partsys/partsys.html was the page i was
looking at. i figure at the very least the guy that did it could be a
source of information for you or point you in the direction of
information. his little animation looks pretty good, but it's hard to
judge his work based on that alone.
did you say you are using blobs for the particles? what were factors
in deciding that? i'm thinking they would be good when, say water, is
all together and then is thrust apart (like throwing it from a bucket)
because water wants to stick together and so blobs would give you that
interaction. but it seems to me that if the water started apart, it
would look unrealistic as individual drops would actually look as if
they were drawn to others before they made contact. have you thought
about swapping spheres and blobs back and forth depending on the
circumstances of the interactions? or what about disks that orient
toward the camera?
Chris Huff wrote:
>
> In article <395A7E4F.867D26CB@yahoo.com>, ryan constantine
> <rco### [at] yahoocom> wrote:
>
> > what references are you using for writing this particle system?
>
> None. I am doing it all from scratch, and figuring things out from trial
> and error(and a basic knowledge of Newtonian physics).
>
> > i wonder if he'd share knowledge with you. if you want i could
> > figure out where i saw it...
>
> I am interested...I'm not sure how much help it would be with this
> patch, but it might be useful someday.
>
> --
> 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/
Post a reply to this message
|
|
| |
| |
|
|
From: ryan constantine
Subject: Re: Particle Fountain(~85K before upload) - particleFountain.jpg (1/1)
Date: 29 Jun 2000 06:09:45
Message: <395B1FEF.125017A8@yahoo.com>
|
|
|
| |
| |
|
|
i was wondering if there are any developments that would allow the
following procedural texture (no image maps): the "negative" shadow left
on the wall, of a human, after a nuclear blast. also, a mark on a
surface that is wide at the start and narrows in the direction of
"appearant travel".
that second idea would allow for more realistic placement of things
like oil stains on an airplane, seagull poop on rocks, or other things
that splatter, or otherwise travel as they leave their mark. of course
your particle system may allow for the actual stain item to travel
before it leaves the stain, but i'm looking for the stain itself.
another example would be rust running down from a nail on an outside
wall...
Chris Huff wrote:
>
> The first actual scene made with my patch.
> It consists of one particle_system object with four particle_emitters.
> The water pool accumulating in the center of the fountain is a result of
> the simulation itself, no faking done. The textures need some work,
> though... :-)
>
> 3184 particles created
> 96527 particle collisions
>
> Scene contains 3 frame level objects; 0 infinite.
>
> Peak memory used: 1521786 bytes
> -----------------------------------------------------------------
> Time For Parse: 0 hours 0 minutes 5.0 seconds (5 seconds)
> Time For Trace: 0 hours 1 minutes 36.0 seconds (96 seconds)
> Total Time: 0 hours 1 minutes 41.0 seconds (101 seconds)
>
> Rendered on a Power Mac G3 266 "beige" desktop at minimum CPU priority
> ("lazy").
>
> --
> 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]
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <395B1FEF.125017A8@yahoo.com>, ryan constantine
<rco### [at] yahoocom> wrote:
> i was wondering if there are any developments that would allow the
> following procedural texture (no image maps): the "negative" shadow left
> on the wall, of a human, after a nuclear blast.
This doesn't have anything to do with the particle_system patch...I
would try using the projected_through light source patch.
> also, a mark on a surface that is wide at the start and narrows in
> the direction of "appearant travel".
This might be possible with the proximity pattern...
> that second idea would allow for more realistic placement of things
> like oil stains on an airplane, seagull poop on rocks, or other things
> that splatter, or otherwise travel as they leave their mark. of course
> your particle system may allow for the actual stain item to travel
> before it leaves the stain, but i'm looking for the stain itself.
The particles have an "elasticity" value, set it to 0 and they will
"stick" to things they collide with.
One small problem though...the particle systems environment is static,
it doesn't move during the simulation. I can try to fix that using a
similar technique as the custom_particle feature(which was based on
motion blur). I also want to be able to animate the particle emitters...
but I plan to add more emitter types and other features first.
> another example would be rust running down from a nail on an outside
> wall...
Another thing I would do with the proximity pattern and sample_weighting.
--
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/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |