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From: Bob Hughes
Subject: Re: Confining an object to within an sPatch object
Date: 27 Jan 2000 00:43:09
Message: <388fdaed@news.povray.org>
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Yes, animated, although that makes little difference if you set it up like an
animation and use a mid range clock value for instance to do the still image.
The stream flow thing was simply a spray directed along the ground plane. I was
thinking it could also fall from a height onto the ground with little or no
bounce to pool up in a basin. The main problem being to keep it around long
enough (the lifetime and evaporation parameters) since the particles have a
tendency to shrink away regardless of the settings from what I could tell about
it.
It should be possible for a limited puddling anyhow just using the spray alone
and no separate puddle object.
Not sure I gather your reasoning about the torus or cylinder with a hole for
standing water, unless you meant for the containing object. That would need
some CSG used on the spray. I usually go with either plane, clipped plane, box,
blob, disc or cylinder as water surfaces with a wrinkles pattern or highly
turbulent ripples (waves if active water). Others have used 'height_field' too,
in various ways.
Bob
"The "D"" <the### [at] netzero net> wrote in message
news:388f744f@news.povray.org...
Bob Hughes <omn### [at] hotmail com?subject=PoV-News:> wrote in message
news:388dcc92@news.povray.org...
> Possibly I suppose, although I've only used a separate object for water pools
> (except for a stream I did once). I'd think you would need a real long "life"
> for the spray to get it to collect. I haven't had much success in keeping the
> fake liquid around very long but with a continual flow I would think so.
Was this in an animation, because I was planning on doing a still at least for
now. BTW what object do you normally use for water becasue I'm baffled as to
what I should use so far I've come up with a taurus or cylender with a whole in
it modified by the wave or ripple normal.
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On Wed, 26 Jan 2000 11:07:50 +1000, "Chris Colefax"
<cco### [at] geocities com> wrote:
>The Liquid Spray include file is really designed for particle sprays, and
>although it will create puddles on flat surfaces it doesn't (yet?) allow you
>to fill containers with liquid.
>
>Instead, I might back-up Peter's suggestion of modelling the flat surface of
>the liquid in sPatch as well, or perhaps a simple disc would be enough.
>Either way, unless you want to give the water an interior for fading or
>media, it should be enough just to model the surface with a suitable texture
>for ripples and such.
I think a disc *might* work with light fading because after the ray
hits it it never leaves and POV may be tricked into thinking it's
inside the disc. Didn't someone have a problem with transparent discs
and media recently?
Peter Popov
pet### [at] usa net
ICQ: 15002700
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On Sun, 23 Jan 2000 22:51:53 -0500, "The \"D\"" <the### [at] netzero net> wrote:
>
>I made a fountain with sPatch and now wish to put water in the basin.
>However I do not know what type of object would be betst to use
>(superellipsoid, extrusion, a primitave, etc.) for the water nor do I
>know how to confine that object to with in the basin of the fountain
>once I've created it.
If your basin is circular you could use the bottle macro I posted on 21 Dec 99 in
povray.binaries.scene-files. This has a macro for the liquid that keeps it within the
bottle.
David
----------------------------
dav### [at] cwcom net
http://www.hamiltonite.mcmail.com
----------------------------
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From: The "D"
Subject: Re: Confining an object to within an sPatch object
Date: 30 Jan 2000 00:37:06
Message: <3893ce02@news.povray.org>
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Peter Popov <pet### [at] usa net> wrote in message
news:+lCQOLXrTb+VgPcVZfTibv8qJKaK@4ax.com...
> On Wed, 26 Jan 2000 11:07:50 +1000, "Chris Colefax"
> <cco### [at] geocities com> wrote:
> I think a disc *might* work with light fading because after the ray
> hits it it never leaves and POV may be tricked into thinking it's
> inside the disc. Didn't someone have a problem with transparent discs
> and media recently?
Ok I'll look into that. Would the light fading need to be a global
setting or for the disc.
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From: The "D"
Subject: Re: Confining an object to within an sPatch object
Date: 30 Jan 2000 00:37:10
Message: <3893ce06@news.povray.org>
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Chris Colefax <cco### [at] geocities com> wrote in message
news:388f7793@news.povray.org...
> Steve <sjl### [at] zero-pps localdomain> wrote:
> The Liquid Spray include file is really designed for particle sprays,
and
> although it will create puddles on flat surfaces it doesn't (yet?)
allow you
> to fill containers with liquid.
>
> Instead, I might back-up Peter's suggestion of modelling the flat
surface of
> the liquid in sPatch as well, or perhaps a simple disc would be
enough.
> Either way, unless you want to give the water an interior for fading
or
> media, it should be enough just to model the surface with a suitable
texture
> for ripples and such.
Well I'm actually not that good with sPatch could I do a primitave using
a bounded or clipped by or is this against the laws of POV? And I was
thinking about using an interior and making the water transparent or
translucent (haven't decided which).
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From: The "D"
Subject: Re: Confining an object to within an sPatch object
Date: 30 Jan 2000 00:37:14
Message: <3893ce0a@news.povray.org>
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Bob Hughes <omn### [at] hotmail com?subject=PoV-News:> wrote in
message news:388fdaed@news.povray.org...
> Yes, animated, although that makes little difference if you set it up
like an
> animation and use a mid range clock value for instance to do the still
image.
> The stream flow thing was simply a spray directed along the ground
plane. I was
> thinking it could also fall from a height onto the ground with little
or no
> bounce to pool up in a basin. The main problem being to keep it
around long
> enough (the lifetime and evaporation parameters) since the particles
have a
> tendency to shrink away regardless of the settings from what I could
tell about
> it.
> It should be possible for a limited puddling anyhow just using the
spray alone
> and no separate puddle object.
Ok so It doesn't matter for animation or stills the settings would come
out to be about the same then. Gotcha
> Not sure I gather your reasoning about the torus or cylinder with a
hole for
> standing water, unless you meant for the containing object. That
would need
> some CSG used on the spray. I usually go with either plane, clipped
plane, box,
> blob, disc or cylinder as water surfaces with a wrinkles pattern or
highly
> turbulent ripples (waves if active water). Others have used
'height_field' too,
> in various ways.
The reasoning might not make sense becasue of my lack of indepth
knowledge of the laws of POV. What I was thinking was since the bowlish
part of the fountain (the only part I have finisht at the time) looks
like the bottom half of a shpere with an upside down hollow cone in the
middle I would need some way to get the water around the cone but I'm
now seeing that that doesn't make much sense since the water will be
tranparent (or translucent I haven't decided) anyway.
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From: The "D"
Subject: Re: Confining an object to within an sPatch object
Date: 30 Jan 2000 00:37:17
Message: <3893ce0d@news.povray.org>
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David Wilkinson <dav### [at] cwcom net> wrote in message
news:44q19ss161s8gfv2gfu9rq4ds1pp1cgb2n@4ax.com...
> On Sun, 23 Jan 2000 22:51:53 -0500, "The \"D\""
<the### [at] netzero net> wrote:
> If your basin is circular you could use the bottle macro I posted on
21 Dec 99 in
> povray.binaries.scene-files. This has a macro for the liquid that
keeps it within the
> bottle.
The basin is a union of splines that looks like the bottom half of a
sphere (sorta) with an upside down hollow cone in it. Would the bottle
macro work in that case?
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From: Bob Hughes
Subject: Re: Confining an object to within an sPatch object
Date: 30 Jan 2000 02:18:22
Message: <3893e5be@news.povray.org>
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Oh, hey, don't think I said anything about single frame rendering to get a still
image out of a animation did I? Since I probably didn't and you might not know,
you'll need a Subset_Start_Frame=123 Subset_End_Frame=123 pair of lines in a Ini
file just like you were doing animation but to get a single frame instead.
+SF and +EF is the same on the command-line.
Fact is that with the spray.inc it has to use the clock directly, you can't
define clock as something else and expect it to be seen. Same goes for many
such includes. And the spray needs to get going in order to be fully present in
the scene so you'd want to move ahead into the sequence of frames quite a bit.
example Ini:
Initial_Frame=0
Final_Frame=89
Subset_Start_Frame=29
Subset_End_Frame=29
Initial_Clock=0
Final_Clock=1
Cyclic_Animation=On
Good luck with it, fun and frustration is always the way. Keep asking
questions.
Bob
"The "D"" <the### [at] netzero net> wrote in message
news:3893ce0a@news.povray.org...
Bob Hughes <omn### [at] hotmail com?subject=PoV-News:> wrote in message
news:388fdaed@news.povray.org...
> Yes, animated, although that makes little difference if you set it up like an
> animation and use a mid range clock value for instance to do the still image.
> The stream flow thing was simply a spray directed along the ground plane. I
was
> thinking it could also fall from a height onto the ground with little or no
> bounce to pool up in a basin. The main problem being to keep it around long
> enough (the lifetime and evaporation parameters) since the particles have a
> tendency to shrink away regardless of the settings from what I could tell
about
> it.
> It should be possible for a limited puddling anyhow just using the spray alone
> and no separate puddle object.
Ok so It doesn't matter for animation or stills the settings would come out to
be about the same then. Gotcha
> Not sure I gather your reasoning about the torus or cylinder with a hole for
> standing water, unless you meant for the containing object. That would need
> some CSG used on the spray. I usually go with either plane, clipped plane,
box,
> blob, disc or cylinder as water surfaces with a wrinkles pattern or highly
> turbulent ripples (waves if active water). Others have used 'height_field'
too,
> in various ways.
The reasoning might not make sense becasue of my lack of indepth knowledge of
the laws of POV. What I was thinking was since the bowlish part of the fountain
(the only part I have finisht at the time) looks like the bottom half of a
shpere with an upside down hollow cone in the middle I would need some way to
get the water around the cone but I'm now seeing that that doesn't make much
sense since the water will be tranparent (or translucent I haven't decided)
anyway.
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From: Bob Hughes
Subject: Re: Confining an object to within an sPatch object
Date: 30 Jan 2000 02:33:48
Message: <3893e95c@news.povray.org>
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Clipping on a primitive should be fine, so long as you get inside/outside
correct for the surface you will use for the 'interior'. I can't recollect
putting media inside of a partial object so I couldn't say it will definitely be
okay; be sure 'hollow' is in the object.
'interior' for the refraction ('ior') and a 'fade_distance' might be all you'd
need. Translucence isn't available yet in MegaPOV or Official POV-Ray
(obviously), but 'fade_color' is.
Bob
"The "D"" <the### [at] netzero net> wrote in message
news:3893ce06@news.povray.org...
Chris Colefax <cco### [at] geocities com> wrote in message
news:388f7793@news.povray.org...
> Steve <sjl### [at] zero-pps localdomain> wrote:
> The Liquid Spray include file is really designed for particle sprays, and
> although it will create puddles on flat surfaces it doesn't (yet?) allow you
> to fill containers with liquid.
>
> Instead, I might back-up Peter's suggestion of modelling the flat surface of
> the liquid in sPatch as well, or perhaps a simple disc would be enough.
> Either way, unless you want to give the water an interior for fading or
> media, it should be enough just to model the surface with a suitable texture
> for ripples and such.
Well I'm actually not that good with sPatch could I do a primitave using a
bounded or clipped by or is this against the laws of POV? And I was thinking
about using an interior and making the water transparent or translucent (haven't
decided which).
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From: Bob Hughes
Subject: Re: Confining an object to within an sPatch object
Date: 30 Jan 2000 02:39:12
Message: <3893eaa0@news.povray.org>
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macro or no, all you would basically need to be doing is CSG difference the
basin from the water spray (union it as a whole by saying union {#include
"spray.inc}) then add in the basin on it's own.
difference {
spray here
basin here
}
object {basin here again}
But get that bottle macro, it's great. Just sounds tougher to me to get set up
for this.
Bob
"The "D"" <the### [at] netzero net> wrote in message
news:3893ce0d@news.povray.org...
David Wilkinson <dav### [at] cwcom net> wrote in message
news:44q19ss161s8gfv2gfu9rq4ds1pp1cgb2n@4ax.com...
> On Sun, 23 Jan 2000 22:51:53 -0500, "The \"D\"" <the### [at] netzero net>
wrote:
> If your basin is circular you could use the bottle macro I posted on 21 Dec 99
in
> povray.binaries.scene-files. This has a macro for the liquid that keeps it
within the
> bottle.
The basin is a union of splines that looks like the bottom half of a sphere
(sorta) with an upside down hollow cone in it. Would the bottle macro work in
that case?
Post a reply to this message
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