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31 Jul 2024 00:23:56 EDT (-0400)
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From: Jim Holsenback
Subject: Re: Underwater air bubbles
Date: 23 Mar 2011 22:52:34
Message: <4d8ab1f2@news.povray.org>
On 03/23/2011 10:53 PM, Trevor G Quayle wrote:
> This looks very nice.  You were able to get that bubbles rushing to the surface
> look, as opposed to suspended air bubbles that basic spheres look like.

agreed ... a cleaver solution that's very natural looking.


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From: nemesis
Subject: Re: Underwater air bubbles
Date: 23 Mar 2011 23:10:00
Message: <web.4d8ab548c2e3e8804f17b3b30@news.povray.org>
awesome!

something triggered inside you recently, huh?  non-stop stream of new ideas...


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From: Thomas de Groot
Subject: Re: Underwater air bubbles
Date: 24 Mar 2011 04:11:58
Message: <4d8afcce$1@news.povray.org>
"Jim Holsenback" <jho### [at] povrayorg> schreef in bericht 
news:4d8ab1f2@news.povray.org...
> On 03/23/2011 10:53 PM, Trevor G Quayle wrote:
>> This looks very nice.  You were able to get that bubbles rushing to the 
>> surface
>> look, as opposed to suspended air bubbles that basic spheres look like.
>
> agreed ... a cleaver solution that's very natural looking.
>

I join the crowd.

Thomas


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From: Nekar Xenos
Subject: Re: Underwater air bubbles
Date: 24 Mar 2011 05:22:35
Message: <op.vsucbxkkufxv4h@go-dynamite>
On Thu, 24 Mar 2011 02:49:55 +0200, Samuel Benge <stb### [at] hotmailcom>  
wrote:

> High! :-)
>
> This is just a quick test of an idea I had for underwater air bubbles.
>
> There's a point set of 4D vectors containing bubble positions and sizes.  
> For
> each
> bubble there is a blob. For each blob all other points are tested, and if
> another
> bubble comes close to the current bubble, a blob is subtracted from it. A
> duplicate blob is also subtracted from underneath each bubble. Parse  
> times
> aren't
> so horrible for low-count point sets (<250), and the render times aren't  
> bad at
> all.
>
> The first part of the basic idea came from someone from these  
> newsgroups, but I
> can't remember who it was :(
>
> The initial render (/the/ render) took less than 50 seconds with  
> max_trace_level
> set at 10. In-POV post-processing luminous bloom and chromatic aberration
> effects
> were applied. Textured fog was also used.
>
> The arrangement of the bubbles was the hardest part, as there needs to  
> be a
> logical progression of large->small bubbles.
>
> There's more that can be done, such as having the larger bubbles  
> capsizing into
> numerous smaller ones below, but I'm not quite sure how to script that  
> yet...
>
> ~Sam
>

Wow!

-- 
-Nekar Xenos-


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From: B  Gimeno
Subject: Re: Underwater air bubbles
Date: 24 Mar 2011 10:50:00
Message: <web.4d8b5919c2e3e88055226b1c0@news.povray.org>
hi:

Only two words: Hall Of Fame!

B. Gimeno


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From: Le Forgeron
Subject: Re: Underwater air bubbles
Date: 24 Mar 2011 11:16:30
Message: <4d8b604e$1@news.povray.org>
Le 24/03/2011 15:45, B. Gimeno a écrit :
> hi:
> 
> Only two words: Hall Of Fame!

Two words... then you mean: "Hollow Foam", right ?

It must be the water in my ears. Or the bubbles...

Really great!


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From: stbenge
Subject: Re: Underwater air bubbles
Date: 24 Mar 2011 14:18:36
Message: <4d8b8afc@news.povray.org>
On 3/23/2011 6:53 PM, Trevor G Quayle wrote:
> This looks very nice.  You were able to get that bubbles rushing to the surface
> look, as opposed to suspended air bubbles that basic spheres look like.

Thanks. It's getting there...


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From: Alain
Subject: Re: Underwater air bubbles
Date: 24 Mar 2011 14:21:14
Message: <4d8b8b9a$1@news.povray.org>

> hi:
>
> Only two words: Hall Of Fame!
>
> B. Gimeno
>
That's 3 words...


Great iamge.


Alain


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From: stbenge
Subject: Re: Underwater air bubbles
Date: 24 Mar 2011 14:22:24
Message: <4d8b8be0$1@news.povray.org>
On 3/23/2011 7:52 PM, Jim Holsenback wrote:
> On 03/23/2011 10:53 PM, Trevor G Quayle wrote:
>> This looks very nice. You were able to get that bubbles rushing to the
>> surface
>> look, as opposed to suspended air bubbles that basic spheres look like.
>
> agreed ... a cleaver solution that's very natural looking.

I originally tried to use the technique for in-air soap bubbles, but the 
inside edges were too thick. Too bad there's not an easier way to model 
minimal surfaces...


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From: Christian Froeschlin
Subject: Re: Underwater air bubbles
Date: 24 Mar 2011 14:24:06
Message: <4d8b8c46$1@news.povray.org>
Looks sweet, how is it lit?

> For each blob all other points are tested

if you really mean "all other points", you could probably
optimize this for a large number of bubbles by sorting vertically
in n log(n) time ... so unfortunately no bubble sort :D (*groan*).

Then you only need to test points up to a maximum y distance. Of
course such information might already be available depending how
you generate your points in the first place.


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