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Hello,
Has anybody been using this? I'm trying to make an explosion that
eventually
dies out. I used his blowup example, and set the particle_emitting to 0.5,
the
particle life to 1.0, and the final clock to 2. My way of figuring has the
explo-
sion gone by 3/4 of the way through the animation, since it stops emitting
at
0.5 and then particle life is 1, the final particles emitted should last to
1.5,
and the clock goes to 2. But instead it's dying abruptly halfway thru.
I'm figuring this is probably because I've got particle start at 0.0 and
particle
stop at 1, but now I don't understand how the particle life and particle
stop
effect one another. If I've got the particle start at 0 and particle stop
at 1, then
what is the significance of having the emitting macro go til .5 with a life
of
1.0?
Does any of this make any sense? Any help would be appreciated.
Thanks, Miker
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Hmm, could you perhaps post the source code to
povray.binaries.scene-files ? That would make it easier to try to
understand the problem.
However, I think that if by particle stop you mean particle_end, then
the problem is that the simulation will only last until the clock value
of particle_end is reached, which you set to 1.0. You are right that if
particle_emitting is set to stop at value 0.5 and particle_life is 1.0,
then the last particles should die out at time 1.5 (provided that
particle_lifeturb is 0.0), but only as long as the simulation is
running, so you need to set particle_end to 1.5. (Or better yet 2.0, the
same clock value as the end of your animation, to make up for possible
non-zero values of particle_lifeturb.)
Hope that helps.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com (updated Oct 19)
POV-Ray Ring: http://webring.povray.co.uk
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Rune wrote:
> However, I think that if by particle stop you mean particle_end, then
> the problem is that the simulation will only last until the clock value
> of particle_end is reached, which you set to 1.0. You are right that if
> particle_emitting is set to stop at value 0.5 and particle_life is 1.0,
> then the last particles should die out at time 1.5 (provided that
> particle_lifeturb is 0.0), but only as long as the simulation is
> running, so you need to set particle_end to 1.5. (Or better yet 2.0, the
> same clock value as the end of your animation, to make up for possible
> non-zero values of particle_lifeturb.)
*********
Thanks, Rune! I think I understand the relationship between particle_life
and particle_end now. Particle_end is an absolute cut-off for all of them.
I will bang on it some more. I didn't have any spare time at all today to
play with it and it bummed me out. I went through your documentation
several times and then I distilled the file blowup pov down to a much
simpler render and then I went through and started changing variables
and then doing short bitmap series and comparing them to see the effects.
Some of the changes were obvious and I could predict them through an
understanding of the documentation, but others surprised me a bit.
It's an impressive piece of software, Rune, and I've barely scratched the
surface of it. Thanks again!
Miker
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