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From: Dan Byers
Subject: Re: More demolition
Date: 17 Jan 2006 23:15:00
Message: <web.43cdc01317971ecfb3e3f10e0@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Here's a little more wanton destruction for you all. I must profess to be a
> little concerned at the eagerness for more of these pictures fro some of
> you! ;)
>
> Bill

I keep looking for a bullet streaking across the screen. :)
--
Dan
GoofyGraffix.com


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From: Kenneth
Subject: Re: More demolition
Date: 18 Jan 2006 02:25:00
Message: <web.43cdecbb17971ecf1f99adeb0@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Here's a little more wanton destruction for you all. I must profess to be a
> little concerned at the eagerness for more of these pictures fro some of
> you! ;)
>
> Bill

Must be our caveman ancestry.  ;-)

Really liking what you've done. Was wondering if gravity was part of the
set-up?  (Or maybe I'm just not noticing its effects.)

More! More! Bash! Destroy!

Ken


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From: Kenneth
Subject: Re: More demolition
Date: 18 Jan 2006 03:00:00
Message: <web.43cdf4b417971ecf1f99adeb0@news.povray.org>
BTW, I've been working on an explosion of my own (heh heh.) With
media-sphere dust trails. Not quite ready yet, but I'll post when done.

Let's see...looking at your image, and venturing a *guess* as to the basics
of how it's done, I would say...

the bricks are all moving in the "+cannonball" direction according to how
near they are to the cannonball-travel axis...closer means more movement.
(Random, of course.)  And they fan out in a cone shape, each stone's random
distance in those two directions depending on how far each is from the
center(?) of the castle cylinder (or perhaps from the point of entry.)

So...am I triumphantly crossing the drawbridge toward the gate, or am I
still on the other side of the moat?

Ken


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From: aaglo
Subject: Re: More demolition
Date: 18 Jan 2006 03:35:00
Message: <web.43cdfcaa17971ecfb3ed5a4f0@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Here's a little more wanton destruction for you all. I must profess to be a
> little concerned at the eagerness for more of these pictures fro some of
> you! ;)
>
> Bill
That's quite a lot of debris.
Have you tried your code, when there already exists a hole (like a window
hole) in your tower? And if so, how does it look then?


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From: Bill Pragnell
Subject: Re: More demolition
Date: 18 Jan 2006 10:35:00
Message: <web.43ce5f4417971ecf731f01d10@news.povray.org>
"Hasan3" <PRO### [at] Yahoocom> wrote:

> Bill, very nice... is this a macro? And is there any physics?
> if yes, can you share ?
The macro simply defines a translation as a function of how close a given
point is to a straight line (the 'bullet' trajectory). This translation is
calculated and applied to bricks as they are generated when building the
chimney. There is no physics, but as Mike Williams pointed out, there could
easily be with only slight modifications. I'll try to make it more friendly
before sharing...

Bill


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From: Bill Pragnell
Subject: Re: More demolition
Date: 18 Jan 2006 10:35:01
Message: <web.43ce5f6d17971ecf731f01d10@news.povray.org>
Florian Brucker <tor### [at] torfboldcom> wrote:
> Good work, but those images cry for motion blur!
Thanks! I thought that too...

Bill


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From: Bill Pragnell
Subject: Re: More demolition
Date: 18 Jan 2006 10:45:00
Message: <web.43ce619317971ecf731f01d10@news.povray.org>
"Kenneth" <kdw### [at] earthlinknet> wrote:
> the bricks are all moving in the "+cannonball" direction according to how
> near they are to the cannonball-travel axis...closer means more movement.
Exactly right.

> (Random, of course.)  And they fan out in a cone shape, each stone's random
> distance in those two directions depending on how far each is from the
> center(?) of the castle cylinder (or perhaps from the point of entry.)
Not quite. Each brick starts at its correct position within the tower. Their
movement along the cannonball axis is calculated as a function of their
distance from the axis - it's a one-off translation, no time-factor is
used. Two random vector components orthogonal to the cannonball axis are
scaled with the distance to produce the fanning-out effect. As mentioned
before, there is no gravity.

Smoke and mirrors!

Bill


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From: Bill Pragnell
Subject: Re: More demolition
Date: 18 Jan 2006 10:45:00
Message: <web.43ce623b17971ecf731f01d10@news.povray.org>
"aaglo" <aag### [at] jippiifi> wrote:
> That's quite a lot of debris.
Some of it will be from the other side of the tower!

> Have you tried your code, when there already exists a hole (like a window
> hole) in your tower? And if so, how does it look then?
I haven't tried it, but I know what will happen. The bricks closest to the
trajectory will be disturbed slightly, or more, depending on the radius
parameter. The cannonball won't fly innocently through open windows I'm
afraid!

Bill


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From: Kenneth
Subject: Re: More demolition
Date: 18 Jan 2006 17:25:00
Message: <web.43cebf4617971ecf4ff0d29a0@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:

> The macro simply defines a translation as a function of how close a given
> point is to a straight line (the 'bullet' trajectory). This translation is
> calculated and applied to bricks as they are generated when building the
> chimney. ...

That's quite interesting. I had originally thought that you had built the
chimney first, loaded all those brick locations into an array, and then
called them all later for the destruction. An extra, unnecessary step, as I
see now.

Ken


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From: Tom Austin
Subject: Re: More demolition
Date: 25 Jan 2006 10:05:48
Message: <43d793cc$1@news.povray.org>
Bill Pragnell wrote:
> Here's a little more wanton destruction for you all. I must profess to be a
> little concerned at the eagerness for more of these pictures fro some of
> you! ;)
> 
> Bill
> 
> 
> ------------------------------------------------------------------------
> 

As I was looking at the image, something looked weird to me.
It looks as if the tower is 'bowed' towards the impact site.

 From your description of the routine, this is to be expected.
To get closer to real life, you may want to allow the user to define the 
falloff distance factor (how distance from impact effects disturbance).
You may even consider allowing a limiting factor - at this ditance, 
there is no effect.

Just some thoughts.

Tom


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