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can you emit a particle in a particle system? would you want to be able to
emit a particle in a particle system?
-randomly inside an object
-randomly on the surface of an object
-along a spline at random points
-along a spline progressivly
-from a single point
-from a collection of points
Am I missing anything that anyone can think of that might come in handy?
--
Kevin
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> -randomly inside an object
> -randomly on the surface of an object
> -along a spline at random points
> -along a spline progressivly
> -from a single point
> -from a collection of points
>
> Am I missing anything that anyone can think of that might come in handy?
Well, if you've given all those option, you just need to make sure that it's
easy to define the collection of points. Because with that, everyone can
easily build his own methods. Still, the ways you've given seem to cover
everything. Maybe a macro which takes a value between 0 and 1 as input and
outputs a position.
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de
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In article <405bbeb9@news.povray.org>, "Kevin Loney" <kev### [at] ekoikcom>
wrote:
> can you emit a particle in a particle system? would you want to be able to
> emit a particle in a particle system?
>
> -randomly inside an object
> -randomly on the surface of an object
> -along a spline at random points
> -along a spline progressivly
> -from a single point
> -from a collection of points
>
> Am I missing anything that anyone can think of that might come in handy?
From random points on the surface of an object, outward in the direction
of the normal. The same, inward from the direction of the normal. From a
point on a spline, forward or backward along the spline. With various
distributions of jitter. Etc, etc, etc...
There's too many possibilities to do all the special cases, you'd be
better off to parametize things like emission rate, origin, and
direction.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
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I'm really just trying to get as many ideas as I can and then I'm going to
generalize and start lumping things together.
--
Kevin
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In article <405e4940$1@news.povray.org>,
"Kevin Loney" <kev### [at] ekoikcom> wrote:
> I'm really just trying to get as many ideas as I can and then I'm going to
> generalize and start lumping things together.
Is this for a patch? I never solved the problem of moving, changing
particle emitters (or the objects they interact with) satisfactorily in
my patch. I wanted them to have the flexibility of scripted animation,
but couldn't figure out an efficient way to do it. I haven't followed
the mechanics simulation patch, maybe it has solved the problem.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
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include file actually I was inspired by the new particle flow object in max
6 and I think I may have thought of a way to create a scripted particle
system in sdl. although this could take a while given that exams start in a
couple of weeks :(
--
Kevin
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"Kevin Loney" <kev### [at] ekoikcom> wrote in message
news:405e8cf3$1@news.povray.org...
> include file actually I was inspired by the new particle flow object in
max
> 6 and I think I may have thought of a way to create a scripted particle
> system in sdl. although this could take a while given that exams start in
a
> couple of weeks :(
>
> --
> Kevin
>
>
The closer one gets to exam week, the more creative ideas you get. of course
they are all unrelated to the exams you'll have.
have fun with the particle system :) don't forget to study!
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Christopher James Huff wrote:
> In article <405e4940$1@news.povray.org>,
> "Kevin Loney" <kev### [at] ekoikcom> wrote:
>
>> I'm really just trying to get as many ideas as I can
>> and then I'm going to generalize and start lumping
>> things together.
>
> Is this for a patch? I never solved the problem of
> moving, changing particle emitters (or the objects
> they interact with) satisfactorily in my patch.
Well I solved it partially in my SDL-implemented particle system. It
does however require that the animated objects and values can be
evaluated for any point in time at anytime, that is, it must be
evaluatable at not just the present clock value but also past and future
clock values. This does put some restrictions on how dynamic the system
can be though. For example, settings and values in the particle system
cannot be dependent on data that the particle system generates itself.
But it still certainly is better than being restricted to completely
static emitters.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Mar 9**
POV-Ray Ring: http://webring.povray.co.uk
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