POV-Ray : Newsgroups : povray.binaries.images : Chains physics : Re: Chains physics Server Time
2 Aug 2024 16:26:51 EDT (-0400)
  Re: Chains physics  
From: Samuel Benge
Date: 15 Oct 2012 23:40:01
Message: <web.507cd6c3b7a930bea61a0a910@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Hi all:
>
>    This is getting really dangerous... I managed to fix the segfaults on
> Koppi's bullet physics playground, and now the fun has no end. I even
> managed to add bare mesh support, as the lib3ds code was there and
> almost finished, and this opens a whole universe of "now possible"
> scenes. I don't know how I'm going to get any serious work done from now
> on...

Sounds like you're making great strides, and what you're accomplishing now is
serious enough, IMO. You're enhancing an existing tool for the creation of more
complex scenes. Will there ever be a Windows build? :)

>    For the moment there are no compound nor constrains, just rigid meshes
> linked together because of the geometry and careful placement: the
> simulation does it's job, and the links work, even if sometimes break
> due to accuracy problems (still haven't decided if it's a bug or a feature).

I was having that problem with Blender's Bullet implementation. I was trying to
use mesh links as well, but they would break sometimes. Do you have an option of
increasing the sim's accuracy? It might help.

Nice test scenes, BTW. The chain material looks a bit like lead, though (despite
the interior rust). If radiosity took into account a finish's brilliance, it
would look much better. Sometimes the only cure is to drive the diffuse down,
raise the reflection, add a tiny bumps normal, and render the scene with focal
blur.

The pearls look good as well, almost photographic. I wonder how several
concentric, translucent and refractive spheres with that pearl texture would
turn out...


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.