POV-Ray : Newsgroups : povray.newusers : Q: explode.inc from Chris Colefax Server Time
10 Oct 2026 16:04:46 EDT (-0400)
  Q: explode.inc from Chris Colefax (Message 1 to 22 of 22)  
From: Reinhard
Subject: Q: explode.inc from Chris Colefax
Date: 16 Jun 2008 03:08:54
Message: <48561186$1@news.povray.org>
Hello,
I try to this include file to explode the following object.
But at the time the explosion shall begin the object is invisible.
Does anyone know if there is any restriction to use this include file?

And can anyone give me a solution how I can solve the problem?
If you need more information please write.

Thank you,
Reinhard

<code>
#declare DyingstarObject=sphere { <0,0,0>, 1
texture {
       pigment {
          bozo
          color_map {
             [0.0 color rgb <0.3, 0, 0>]
             [1.0 color rgb <0.6, 0.2, 0>]
          }
          turbulence 0.3
          scale 1/2
       }
    }
texture {
    pigment {
       agate
       color_map {
          [0.0 color rgbf <1, 1, 1, 1>]
          [0.5 color rgbf <1, 1, 1, 1>]
          [0.5 color rgbf <0.5, 0, 0, 1>]
          [0.75 color rgb <0.5, 0, 0>]
          [1.0 color rgb <1, 0.5, 0>]
       }
       turbulence 1.0
       scale 1.5
    }
}
texture {
    pigment {
       granite
       color_map {
          [0.0 color rgb <1, 1, 0>]
          [0.2 color rgbf <1, 1, 1, 1>]
          [1.0 color rgbf <1, 1, 1, 1>]
       }

    }

}

finish{ ambient 1.9 diffuse 0.9  brilliance 0.6 roughness 1.5 crand 0.25}
scale<1.07,1,1.07>
scale PlanetScale
}
</code>


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From: Chris B
Subject: Re: explode.inc from Chris Colefax
Date: 17 Jun 2008 07:13:24
Message: <48579c54$1@news.povray.org>
"Reinhard" <rpr### [at] gmxnet> wrote in message 
news:48561186$1@news.povray.org...
> Hello,
> I try to this include file to explode the following object.
> But at the time the explosion shall begin the object is invisible.
> Does anyone know if there is any restriction to use this include file?
>
> And can anyone give me a solution how I can solve the problem?
> If you need more information please write.
>
> Thank you,
> Reinhard
>
> <code>
> #declare DyingstarObject=sphere { <0,0,0>, 1
> ...

Looking at the macro you'd need to assign your object to the identifier 
called 'explode_object' before including the #include file. I don't know if 
you do that elsewhere in your scene, but, if this is the problem you should 
see a warning in the message stream and to fix it you can just add the line:
 #declare explode_object = object {DyingstarObject}
before the #include.

Most of the really obvious problems like the camera not pointing in the 
right direction, there being no light in the scene etc. you should be able 
to test by adding the line
  object {DyingstarObject}
to your scene instead of the include file. If you still can't see the object 
then it's a problem caused by something other than the include file.

Another possibility that springs to mind is that something is placing itself 
between the camera and the visible objects in the scene. For example, if the 
camera is very close to the exploding object or inside it and a fragment 
happens to shield the camera at the start of the explosion.

Chris B.


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From: Reinhard
Subject: Re: explode.inc from Chris Colefax
Date: 17 Jun 2008 07:28:05
Message: <48579fc5@news.povray.org>
Chris B wrote:
> "Reinhard" <rpr### [at] gmxnet> wrote in message 
> news:48561186$1@news.povray.org...
>> Hello,
>> I try to this include file to explode the following object.
>> But at the time the explosion shall begin the object is invisible.
>> Does anyone know if there is any restriction to use this include file?
>>
>> And can anyone give me a solution how I can solve the problem?
>> If you need more information please write.
>>
>> Thank you,
>> Reinhard
>>
>> <code>
>> #declare DyingstarObject=sphere { <0,0,0>, 1
>> ...
> 
> Looking at the macro you'd need to assign your object to the identifier 
> called 'explode_object' before including the #include file. I don't know if 
> you do that elsewhere in your scene, but, if this is the problem you should 
> see a warning in the message stream and to fix it you can just add the line:
>  #declare explode_object = object {DyingstarObject}
> before the #include.
> 
> Most of the really obvious problems like the camera not pointing in the 
> right direction, there being no light in the scene etc. you should be able 
> to test by adding the line
>   object {DyingstarObject}
> to your scene instead of the include file. If you still can't see the object 
> then it's a problem caused by something other than the include file.
> 
> Another possibility that springs to mind is that something is placing itself 
> between the camera and the visible objects in the scene. For example, if the 
> camera is very close to the exploding object or inside it and a fragment 
> happens to shield the camera at the start of the explosion.
> 
> Chris B. 

Meanwhile I found the problem: because the DyingstarObject object is a 
moving object I have to add translate to the explode_object.


An other question I have: Can I manipulate the form of the particles?
In my animation they are looking strange for the exploding earth.

With particle_res I can manipulate the numbers of particles, can I? But 
is there an #declare with which I can manipulate the form of them?


thank you,
Reinhard


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From: Chris B
Subject: Re: explode.inc from Chris Colefax
Date: 17 Jun 2008 07:49:43
Message: <4857a4d7$1@news.povray.org>
"Reinhard" <rpr### [at] gmxnet> wrote in message news:48579fc5@news.povray.org...
> Chris B wrote:
>> "Reinhard" <rpr### [at] gmxnet> wrote in message 
>> news:48561186$1@news.povray.org...
> ... snip ... An other question I have: Can I manipulate the form of the 
> particles?
> In my animation they are looking strange for the exploding earth.
>
> With particle_res I can manipulate the numbers of particles, can I? But is 
> there an #declare with which I can manipulate the form of them?
>
>
> thank you,
> Reinhard

The help file that comes with the #include file indicates that you can 
specify the shape of the individual particles created by the Object Exploder 
using the 'particle_object' identifier.

Regards,
Chris B.


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From: Reinhard
Subject: Re: explode.inc from Chris Colefax
Date: 17 Jun 2008 08:34:38
Message: <4857af5e$1@news.povray.org>
Chris B wrote:
> "Reinhard" <rpr### [at] gmxnet> wrote in message news:48579fc5@news.povray.org...
>> Chris B wrote:
>>> "Reinhard" <rpr### [at] gmxnet> wrote in message 
>>> news:48561186$1@news.povray.org...
>> ... snip ... An other question I have: Can I manipulate the form of the 
>> particles?
>> In my animation they are looking strange for the exploding earth.
>>
>> With particle_res I can manipulate the numbers of particles, can I? But is 
>> there an #declare with which I can manipulate the form of them?
>>
>>
>> thank you,
>> Reinhard
> 
> The help file that comes with the #include file indicates that you can 
> specify the shape of the individual particles created by the Object Exploder 
> using the 'particle_object' identifier.
> 
> Regards,
> Chris B. 
> 
> 

What kind of shape would you use to explode a planet, in my case the earth?

regards,
Reinhard


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From: Chris B
Subject: Re: explode.inc from Chris Colefax
Date: 17 Jun 2008 09:29:19
Message: <4857bc2f@news.povray.org>
"Reinhard" <rpr### [at] gmxnet> wrote in message 
news:4857af5e$1@news.povray.org...
> Chris B wrote:
>> "Reinhard" <rpr### [at] gmxnet> wrote in message 
>> news:48579fc5@news.povray.org...
>>> Chris B wrote:
>>>> "Reinhard" <rpr### [at] gmxnet> wrote in message 
>>>> news:48561186$1@news.povray.org...
>>> ... snip ... With particle_res I can manipulate the numbers of 
>>> particles, can I? But is there an #declare with which I can manipulate 
>>> the form of them?
>>>
>>> thank you,
>>> Reinhard
>>
>> The help file that comes with the #include file indicates that you can 
>> specify the shape of the individual particles created by the Object 
>> Exploder using the 'particle_object' identifier.
>>
>> Regards,
>> Chris B.
>
> What kind of shape would you use to explode a planet, in my case the 
> earth?

You're likely to need a lot of them over quite a number of frames if you're 
animating it, so you'll probably be wanting something that renders very 
quickly. That more or less rules out Isosurfaces. Though, if you're doing a 
still frame rather than an animation, then you might want to throw in a 
couple of extra isosurfaces close to the camera.

One option would be a craggy shaped mesh object which would render quite 
quickly.

I've not tried it, but I would think it might also be worth trying just the 
union of a cube and a sphere with a very rough pigment and a very rough (but 
different) normal. If the sphere radius is somewhere between half the side 
length and half the diagonal length of the cube you should get an outline 
that is not too evidently spherical (particularly from a distance or if the 
bits are moving quite fast). I'd recommend starting with a crackle pattern 
for the normal and an agate pattern for the pigment using a range of browns 
in the color_map, and see how that works.

Once you've got something in the general direction of what you're trying to 
get you could post an image on povray.binaries.images, describing what you 
find wrong with it. It can also be productive to provide a link to an image 
out on the Internet if there's one that has features you'd like to emulate.

Regards,
Chris B.


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From: Dave Matthews
Subject: Re: explode.inc from Chris Colefax
Date: 20 Jun 2008 14:20:00
Message: <web.485bf424fca0e3ddedd69a060@news.povray.org>
Reinhard <rpr### [at] gmxnet> wrote:

> What kind of shape would you use to explode a planet, in my case the earth?
>
> regards,
> Reinhard

Man, I hope the US Office of Homeland Security isn't following this thread! ;-)


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From: Tim Attwood
Subject: Re: explode.inc from Chris Colefax
Date: 21 Jun 2008 03:58:09
Message: <485cb491$1@news.povray.org>
> Man, I hope the US Office of Homeland Security isn't following this 
> thread! ;-)
We're not.


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From: Christian Froeschlin
Subject: Re: explode.inc from Chris Colefax
Date: 21 Jun 2008 07:27:57
Message: <485ce5bd$1@news.povray.org>
Dave Matthews wrote:

> Man, I hope the US Office of Homeland Security isn't following this thread! ;-)

Nah, blowing up the planet counts as an international affair ;)


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From: Thomas de Groot
Subject: Re: explode.inc from Chris Colefax
Date: 22 Jun 2008 03:19:48
Message: <485dfd14@news.povray.org>
"Tim Attwood" <tim### [at] comcastnet> schreef in bericht 
news:485cb491$1@news.povray.org...
>> Man, I hope the US Office of Homeland Security isn't following this 
>> thread! ;-)
> We're not.

Martians, on the other hand, are following this thread very very 
attentively!!!

Thomas


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From: Reinhard
Subject: Re: explode.inc from Chris Colefax
Date: 23 Jun 2008 04:14:03
Message: <485f5b4b$1@news.povray.org>
Dave Matthews wrote:
> Reinhard <rpr### [at] gmxnet> wrote:
> 
>> What kind of shape would you use to explode a planet, in my case the earth?
>>
>> regards,
>> Reinhard
> 
> Man, I hope the US Office of Homeland Security isn't following this thread! ;-)

Shall I explode other planets? Dave, make a suggestion. Which would you 
prefer? ;-)


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From: Stephen
Subject: Re: explode.inc from Chris Colefax
Date: 23 Jun 2008 05:00:12
Message: <igpu549qq99lm9hk02o0lqdedc0nge483o@4ax.com>
On Mon, 23 Jun 2008 10:14:03 +0200, Reinhard <rpr### [at] gmxnet> wrote:

>Dave Matthews wrote:
>> Reinhard <rpr### [at] gmxnet> wrote:
>> 
>>> What kind of shape would you use to explode a planet, in my case the earth?
>>>
>>> regards,
>>> Reinhard
>> 
>> Man, I hope the US Office of Homeland Security isn't following this thread! ;-)
>
>Shall I explode other planets? Dave, make a suggestion. Which would you 
>prefer? ;-)
>

How about Mars? They have always had it in for us :)
-- 

Regards
     Stephen


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From: Reinhard
Subject: Re: explode.inc from Chris Colefax
Date: 23 Jun 2008 06:37:00
Message: <485f7ccc@news.povray.org>
Stephen wrote:
> On Mon, 23 Jun 2008 10:14:03 +0200, Reinhard <rpr### [at] gmxnet> wrote:
> 
>>Dave Matthews wrote:
>>> Reinhard <rpr### [at] gmxnet> wrote:
>>> 
>>>> What kind of shape would you use to explode a planet, in my case the earth?
>>>>
>>>> regards,
>>>> Reinhard
>>> 
>>> Man, I hope the US Office of Homeland Security isn't following this thread! ;-)
>>
>>Shall I explode other planets? Dave, make a suggestion. Which would you 
>>prefer? ;-)
>>
> 
> How about Mars? They have always had it in for us :)

Oh, I do not have the Mars image for the image_map. Can you provide it 
to me, or is it confidential? :) Could it be? I am from Austria, so I do 
not know...


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From: Stephen
Subject: Re: explode.inc from Chris Colefax
Date: 23 Jun 2008 07:08:13
Message: <tu0v54d6nsa8foohta3b5pl8nirstpei9q@4ax.com>
On Mon, 23 Jun 2008 12:36:59 +0200, Reinhard <rpr### [at] gmxnet> wrote:

>> How about Mars? They have always had it in for us :)
>
>Oh, I do not have the Mars image for the image_map. Can you provide it 
>to me, or is it confidential? :) Could it be?

First one I could find on Google
http://planetpixelemporium.com/mars.html

You can get the lower resolution ones for free also the Moray site has
all the solar system planets zipped in the download section.

> I am from Austria, so I do 
>not know...

That is no excuse :-)
-- 

Regards
     Stephen


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From: Reinhard Pagitsch
Subject: Re: explode.inc from Chris Colefax
Date: 29 Jun 2008 03:26:54
Message: <4867393e$1@news.povray.org>
Am 23.06.2008 13:08 schrieb Stephen:
> On Mon, 23 Jun 2008 12:36:59 +0200, Reinhard <rpr### [at] gmxnet> wrote:
> 
>>> How about Mars? They have always had it in for us :)
>> Oh, I do not have the Mars image for the image_map. Can you provide it 
>> to me, or is it confidential? :) Could it be?
> 
> First one I could find on Google
> http://planetpixelemporium.com/mars.html
> 
> You can get the lower resolution ones for free also the Moray site has
> all the solar system planets zipped in the download section.
> 
>> I am from Austria, so I do 
>> not know...
> 
> That is no excuse :-)

To whom it may from interest: this is the result:
http://de.youtube.com/watch?v=x4REoSC95Ps
Click "In hoher Qualität ansehen" to see a better quality.

regards,
Reinhard


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From: Stephen
Subject: Re: explode.inc from Chris Colefax
Date: 29 Jun 2008 06:24:59
Message: <lnoe645q37icagru3a2q84k47kq6l457h6@4ax.com>
On Sun, 29 Jun 2008 09:25:49 +0200, Reinhard Pagitsch <rpr### [at] gmxnet>
wrote:

>
>To whom it may from interest: this is the result:
>http://de.youtube.com/watch?v=x4REoSC95Ps
>Click "In hoher Qualität ansehen" to see a better quality.

Very nice but a couple of points. Should not the Earth be rotating the
other way? And is that the Earth that you blew up? :) 
-- 

Regards
     Stephen


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From: Reinhard
Subject: Re: explode.inc from Chris Colefax
Date: 30 Jun 2008 03:35:24
Message: <48688cbc$1@news.povray.org>
Stephen wrote:
> On Sun, 29 Jun 2008 09:25:49 +0200, Reinhard Pagitsch <rpr### [at] gmxnet>
> wrote:
> 
>>
>>To whom it may from interest: this is the result:
>>http://de.youtube.com/watch?v=x4REoSC95Ps
>>Click "In hoher Qualität ansehen" to see a better quality.
> 
> Very nice but a couple of points. Should not the Earth be rotating the
> other way? And is that the Earth that you blew up? :) 

You are right, but that is artistic freedom. ;-)
Yes that is the earth that I blew up.


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From: Stephen
Subject: Re: explode.inc from Chris Colefax
Date: 30 Jun 2008 04:29:08
Message: <f86h64peke91fe1sj1pli6pek60k24jpgn@4ax.com>
On Mon, 30 Jun 2008 09:35:24 +0200, Reinhard <rpr### [at] gmxnet> wrote:

>Stephen wrote:
>> On Sun, 29 Jun 2008 09:25:49 +0200, Reinhard Pagitsch <rpr### [at] gmxnet>
>> wrote:
>> 
>>>
>>>To whom it may from interest: this is the result:
>>>http://de.youtube.com/watch?v=x4REoSC95Ps
>>>Click "In hoher Qualität ansehen" to see a better quality.
>> 
>> Very nice but a couple of points. Should not the Earth be rotating the
>> other way? And is that the Earth that you blew up? :) 
>
>You are right, but that is artistic freedom. ;-)

That is what I thought :)

>Yes that is the earth that I blew up.

Ouch! ;)
-- 

Regards
     Stephen


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From: Reinhard
Subject: Re: explode.inc from Chris Colefax
Date: 30 Jun 2008 06:00:01
Message: <4868aea1$1@news.povray.org>
Stephen wrote:
> On Mon, 30 Jun 2008 09:35:24 +0200, Reinhard <rpr### [at] gmxnet> wrote:
> 
>>Stephen wrote:
>>> On Sun, 29 Jun 2008 09:25:49 +0200, Reinhard Pagitsch <rpr### [at] gmxnet>
>>> wrote:
>>> 
>>>>
>>>>To whom it may from interest: this is the result:
>>>>http://de.youtube.com/watch?v=x4REoSC95Ps
>>>>Click "In hoher Qualität ansehen" to see a better quality.
>>> 
>>> Very nice but a couple of points. Should not the Earth be rotating th
e
>>> other way? And is that the Earth that you blew up? :) 
>>
>>You are right, but that is artistic freedom. ;-)
> 
> That is what I thought :)

Or the earth I blow up looks like our earth but it is fully different. :-
)

> 
>>Yes that is the earth that I blew up.
> 
> Ouch! ;)

I have an other question:
Does any one know the source code of the explode.inc?

What I want to do is to simulate a gun shoot to a glass window. As you 
know the glass shall fragment to a direction, e.g. the shoot comes from 
+x direction the glass fragments to -x as a main direction.

Can anyone help me to modify the include file so that I can use an extra 

variable like particle_maindirection=-x and the particles are fragments
 
in this direction?

Thank you,
Reinhard


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From: Stephen
Subject: Re: explode.inc from Chris Colefax
Date: 30 Jun 2008 06:32:19
Message: <cvch641bov4m6ml8usvjru705hual5hgqs@4ax.com>
On Mon, 30 Jun 2008 12:00:00 +0200, Reinhard <rpr### [at] gmxnet> wrote:

>
>I have an other question:
>Does any one know the source code of the explode.inc?

Reinhard, I don't think there is a binary so there will be no source
code. Just the include files Explode.inc and ExplodeG.inc. Reading the
html file it looks like the variable "exp_location" is what you want
to use. I've never used the include file so have no experience of it.
Quote:
This specifies the vector location of the explosion, and determines
the direction in which the particles will move after the explosion,
eg. making this the same as the object_centre will explode the
particles outwards in all directions, while placing this below the
object will explode the particles upwards. By default this is located
at the origin.   

-- 

Regards
     Stephen


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From: Reinhard
Subject: Re: explode.inc from Chris Colefax
Date: 1 Jul 2008 03:17:33
Message: <4869da0d$1@news.povray.org>
Stephen wrote:
> On Mon, 30 Jun 2008 12:00:00 +0200, Reinhard <rpr### [at] gmxnet> wrote:
> 
>>
>>I have an other question:
>>Does any one know the source code of the explode.inc?
> 
> Reinhard, I don't think there is a binary so there will be no source
> code. Just the include files Explode.inc and ExplodeG.inc. Reading the
> html file it looks like the variable "exp_location" is what you want
> to use. I've never used the include file so have no experience of it.
> Quote:
> This specifies the vector location of the explosion, and determines
> the direction in which the particles will move after the explosion,
> eg. making this the same as the object_centre will explode the
> particles outwards in all directions, while placing this below the
> object will explode the particles upwards. By default this is located
> at the origin.   
> 

You are right, there are no binaries. And the variable exp_location 
works perfect. I set it .30 units to the right and the explosion gos to 
the left.

Thank you Stephen,
Reinhard


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From: Stephen
Subject: Re: explode.inc from Chris Colefax
Date: 1 Jul 2008 05:00:01
Message: <dfsj645m2gpc6kpuq67du9j9gge3anqe22@4ax.com>
On Tue, 01 Jul 2008 09:17:33 +0200, Reinhard <rpr### [at] gmxnet> wrote:

>
>You are right, there are no binaries. And the variable exp_location 
>works perfect. I set it .30 units to the right and the explosion gos to 
>the left.

I'm glad to have been of help
-- 

Regards
     Stephen


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