CompuServe Thread

#Waterfall

34 messages in this thread
#164459From: Ed KellermanApr 12, 1995 10:13 PM
Your feedback on WATRFALL.ZIP is just what I need. Telling me specifically where I can do better is very useful. I'm glad that once you <figured out … the dialog box, everything went really quickly.> <the little box that comes up says "this may take awhile… " so of course I wait and I wait, … > Oops! A button labeled "Continue" on that box is almost invisible (same color as the box). <it says use the Camera Script_gen… > <The script talks about seeing spheres …> I should try getting more sleep before deadlines <g>! Hmm, I wonder if the script itself can assign one view to the camera. <… its really neat! Those little boxes have a life of their own. They don't look anything like what you would expect keyframed motion to look like because its so fluid. I find this most interesting, though I'm probably not explaining very well. Yes I've created very smooth animation motion, but these boxes look like they're alive and I'm not sure why… maybe is the elasticity or "exponent" you put in, whatever its quite amazing. > You got it. The lifelike fluid motion results from elastic "surfaces" (like that of a tennis ball). As you guessed, the elasticity is controlled by the exponent. I find it remarkable that computing the keys is so quick (10 frames/minute, for 200 particles interacting with 5 masses, on a 486-66). <I point all this up just because I think future examples might benefit … what seems obvious isn't always…> I'll use the information you've given me on the next one. Thanks! Ed K
#164484From: John EllisApr 13, 1995 12:42 AM
>> Hmm, I wonder if the script itself can assign one view to the camera. << I think just a comment to go to the camera view and render is all that's needed. Terminology is what led me astray. I see the word Script and I'm off looking for one. <g> >> I find it remarkable that computing keys is so quick… << Yeah well I decided to push it and put 2000 to generate 2000 boxes, and its pretty dang fast, course I'm using a P90 but still. Too many particles however, looks neat though. >> I'll use the information you've given me on the next one… << Please do, its easy to feel intimidated even when knows quite a bit, and as this whole thing is really not terribly complicated, it would help people get alot more excited about it. Really neat stuff Ed, I can see hundreds of permutations on this. Like tiers and tiers of cascading spheres. Thanks much, I can see alot of promise in this area. Keep up the good works. 🙂 John
#164514From: Ed KellermanApr 13, 1995 4:33 AM
<Yeah well I decided to push it and put 2000 to generate 2000 boxes, and its pretty dang fast, course I'm using a P90 but still. Too many particles however, looks neat though.> How fast was it? Ed K
#164522From: John EllisApr 13, 1995 5:50 AM
>> How fast was it… << Ed, I'll have to do it again to give you a precise time, maybe later this morning. I've got some other stuff rendering. One thought is to use Tetra's instead of Boxes. I don't see any real advantage to boxes and this would make it possible to double the number easily. I was looking into how you can assign a particular object and duplicating it rather than building them from scratch. The other advantage this would have is that mapping coordinates and materials could be already applied. If you follow up on this I'd like to see the code. I know what I'd like to do but the "how to" is just developing. John
#164538From: John EllisApr 13, 1995 7:53 AM
Ed, >> How fast was it… Part II <g> Well it was so fast… just kidding. It took about an hour to process the boxes for 70 frames and another 38 mins or so to render them, so figure about 2 mins a frame all told. Very fast IMO. That's below or par for a typical animation. Something I should have mentioned earlier is that I've been working with KeyFactory which is a collision detection system. All is relative in terms of time. Several times with a couple of thousand objects its taken 4 to 6 hours to build all the keys. That's my base reference for whats going on here. I mention it additionally because, I was pretty frustrated by the situation, which had as much to do with my inability to figure out what was going on, as my expectations regarding what to expect. I would hope that you'll take my comments in that light. When I said it was "nuts" it was on two levels, one the frustration of what I went through, and two the end result… which "nuts" doesn't do justice… "pretty wild" is better, "incredible" might begin to describe it… and I think I'll just leave it at that. Besides I think Gary said it all… 🙂 John
#164943From: sanford kennedyApr 15, 1995 4:46 PM
Ed, I am interested in scripting particles to make some special shaped particle flows. I have tried the stock spurt, vapor, turbo, dust, etc. and they are all too chaotic to fit into a flowing shape. Can the KUB scripting extensions help create something like a laminar liquid flow of particles along a path? Thanks, Sanford
#165004From: John EllisApr 16, 1995 12:05 AM
Can the KUB scripting extensions help create a laminar liquid flow of particles along a path… << I would think. I know Ed's mostly been working with gravity. But my thought was to combine MetaReyes and a particle system to create what you're after. It has some incredible possibilities, if its doable. Just haven't gotten around to exploring it. John
#165311From: sanford kennedyApr 18, 1995 1:11 AM
I don't have Metareys yet, but I have played with it at work. I have only seen the first version. I need to combine particles and metaballs. what would be really great is to have impact detection, which the Scripting language is supposed to be able to do…but I havn't found an example other than "bounce." Then the liquid could impact and flow around an object…
#165331From: John EllisApr 18, 1995 3:02 AM
Sanford, >> Then the liquid could impact and flow around the object. << Actually that would work just like Ed's waterfall example, which shows how that effect can be obtained. He has an exponent which causes the particles to flow around the object as opposed to hitting it and bouncing off. TSE provides the means to do the kind of CD you're talking about as well and there is an example with pool balls on a pool table included, which was also created by Ed. Get the feeling Ed's got a monopoly on this stuff. <g> No but he's certainly far more knowledgeable than most and as far as writing the program, he could do it alot faster and more efficiently. He might be willing to do it on a contractual basis, provided he has the time. I think you might want to consider this seriously, as it will undoubtebly be to your advantage. And no I'm not plugging his efforts, I'm just letting you know that its not as simple as it might appear, so if you're on any kind of a deadline it would definitely be to your advantage. On the other hand if you've got the time, it would be a great way to explore TSE, as you can literally write a whole program to create the entire animation from objects to keyframing etc. Hope this helps, and if you've got further questions Martin D. is the one to talk with. I just thought the idea of using MetaReyes in this manner would be a good approach, which Martin D. has confirmed is do-able, much to my delight. 🙂
#165541From: sanford kennedyApr 19, 1995 1:44 AM
John, Thanks for the idea. I am reading and downloading things this week to become more familiar with Ed's projects. Sanford
#165358From: Jonas Ruikis [ADESK]Apr 18, 1995 9:47 AM
Hi Sanford, << what would be really great is to have impact detection, which the Scripting language is supposed to be able to do…but I havn't found an example other than "bounce."…>> Have you used Larry's recent contribution to the Script section of the lib yet? File Info for POOL1.ZIP Section: Scripts Contributor: 74010,3076 Size: 15571 Submitted: 3/26/95 Type: Binary Accesses: 135 Title: Ball/ball and ball/cube collision detection Keys: COLLISION DYNAMICS BALLS CUBES GRAVITY IMPACT A replacement for BALLS.K3D. Handles object motion after impact correctly, includes sphere/cube collision detection and processing, balls can both bounce and roll. Includes small 3ds file as an example. jonas[adesk]
#165542From: sanford kennedyApr 19, 1995 1:47 AM
Jonas, I will look at the pool ball script. It would be a good place to start. Thanks. Sanford
#165566From: Larry MintonApr 19, 1995 7:49 AM
If you want to mutter incoherently at 3am (when you are suppose to get up and go to work at 8am) about collision detection, why you can have a collision at time t and then at t-1, and why objects created in different viewports give different results when the moon is full, drop me a line. I may not have the answer, but I will sympathize with you <g>.
#165740From: sanford kennedyApr 20, 1995 1:07 AM
Larry, I already mutter incoherently at 3am, and I fear that scripting is going to add a new dimension to that dubious activity, but how else do you get from here to "there?" I would appreciate any help in understanding how to set up scripts for purposes not covered by examples in the manual, such as flowing sand. I have just recently tackled scripting and am not quite ready to generate scripts of my own from scratch. Would you recommend the sections on scripting in the new edition of Inside 3D Studio? Or is there a better resource of in-depth understanding? I confess that the Version 4 manual leaves me with a great number of unanswered questions. I have been studying pool1….it looks cool, but I havn't studied it long enough to understand what's going on. In about a week I hope to be able to ask an intelligent question or two. Thanks Sanford
#165776From: David J. MarksApr 20, 1995 8:37 AM
>> not covered by examples in the manual, such as flowing sand. >> …is there a better resource of in-depth understanding? May I suggest a good book on graphics principles such as "Computer Graphics Principles and Practice" by Foley and VanDam. It will give you helpful background on the fundamentals. Follow that up with a good vector mathematics book and you will be all set. – Dave
#166154From: sanford kennedyApr 22, 1995 1:51 AM
David, Vector mathematics. Well, that reminds me of my electrical engineering days. I will check out the books. I am waiding through the exercises in the 3DS book. I already know basic a little, so I can write scripts to move objects. But generating particles? I assume that one of the IPAS programs is better than others. Do you have a favorite? I find Vapor hard to control, even though it has lots of settings. Any ideas about how a script would call and execute AXP's? (like explode on impact) Sanford
#166176From: Jonas Ruikis [ADESK]Apr 22, 1995 9:36 AM
Hi Sanford, << Any ideas about how a script would call and execute AXP's? (like explode on impact) >> Just like the keyscript (*.k3d) KXP that ships with R4, The Script Extension has a AXP equivalent. It is assigned the same way as current AXPs.
#166023From: Larry MintonApr 21, 1995 9:42 AM
Well it's kinda like a mutant BASIC. The commands in general are pretty simple, but the occasional weirdness isn't documented anywhere. So the language itself is simple to learn, the question is what are you going to do with it? That's where it gets tricky. Every application naturally has vastly different computational requirements, and very few overlaps between applications. In other words, it going to take you longer to figure out the math/logic of how to do something as opposed to doing the actual programming. I haunted various libraries for about 3 weeks when working on Pool1 to get a handle on the best way to handle the motion after impact. I found some helpful hints on how to make estimates using sliderule <g>, but little that was directly applicable. The I finally found a fairly recent mechanics textbook in a cowrkers office that pointed me in the right direction. The code I wrote still has at least one major problem if you want true reality based collisions. I'll let you figure out what it is, and why I couldn't use a single dummy object moving around the "bounding" box <g>. I think part of the secret of flowing sand is not to worry about particles moving through one another. Collision detection is a massive CPU hog. Just think of the sand as water, and parametrically (sp?) model the terrain in the script. I've looked at the new Inside 3D Studio at the section on scripting. While interesting, I think that just sitting down and starting to do something will bring you up to speed the quickest. LAM PS: Get all 4 volumes of Graphic Gems. They may not answer all questions, but they at least can give you ideas on how you might be able to handle various problems.
#166156From: sanford kennedyApr 22, 1995 1:59 AM
Larry, I ran the "pool" that comes with 3DS. All the colition reactions seem to lag quite far behind the impact events…I will run pool1 tomorrow. Thanks for the suggestion of the books "Graphic Gems" but I confess I have not heard of them. Where are they available? Someplace I can call? I am in Los Angeles.
#166169From: Larry MintonApr 22, 1995 9:23 AM
I've seen them at Microcenter and Border's book stores. Should be readily available. LAM
#166178From: Jonas Ruikis [ADESK]Apr 22, 1995 9:43 AM
Hi Sanford, << Thanks for the suggestion of the books "Graphic Gems" but I confess I have not heard of them. Where are they available? >> The books are very good at hand holding you through many fundamentals. Each section(chapter) addresses another 2D/3D graphic problem, explains the solution and then provides source code in c and later in c++. The source code can also be found in…. File Info for GGEMSD.ZIP Section: Software Dev. Kits Contributor: 70673,1605 Size: 370422 Submitted: 10/7/94 Type: Binary Accesses: 44 Title: Graphics Gems I/II/III Code (DOS) Keys: GEMS GRAPHICS SOURCE GLASSNER ARVO KIRK MONOTRICHOUS "The code for the articles in the Graphic Gems series (I, II, and III). This is a botched down version for DOS (filenames, CR+LF). I haven't had the time to deal with IV. Check GGEMSU.ZIP for it in its original form. Get the books! .Graphics Gems – Anrew Glassner – Academic Press – ISBN 0-12-286166-3 .Graphics Gems II – James Arvo – Academic Press – ISBN 0-12-064480-0 .Graphics Gems III – David Kirk – Academic Press – ISBN 0-12-409670-0 Gus"
#165007From: James M. MurphyApr 16, 1995 1:39 AM
PMJI, Sanford; If you find something like this please let me know. I'm trying to work out something special that requires I hold together a great many particles of very definate color values. This is something on the order of a pointilist type of image that has a great number of particles making up the total picture. Only animated of course. If you've ever seen anything by Beardsley I think you know what I'm going for. Murph'
#165012From: John EllisApr 16, 1995 3:35 AM
James, You probably know that Ed, uploaded a flic of his likeness which explodes. You could talk to him about that. What I've experimented with with good success is Disintergrate on a tightly spaced grid. Then its just a matter of sizing and placement of the nodes. Then you can texture map just like a regular plane. I also used X-mas and applied Explode to it as well. Both work, just depends on what you're looking for. As I recall the only problem was a 64k face limit which I got around useing two planes but mapping them simultaneously. Hope this helps, John
#165312From: James M. MurphyApr 18, 1995 1:12 AM
Thanks John! Great, I'll try this. Murph'
#165332From: John EllisApr 18, 1995 3:02 AM
#165419From: Anne BrownApr 18, 1995 1:17 PM
John – Your answer to Murphy at 4:02 this AM came through blank. <G> Was that a statement or just up too late! Anne
#165425From: John EllisApr 18, 1995 2:00 PM
Anne, >> Your answer to Murphy… came through blank… << He thanked me for some assistance, and I had replied "Your Welcome". But apparently I lost it when saving it out… So… YOUR WELCOME MURPHY! 🙂 John
#165525From: James M. MurphyApr 18, 1995 11:16 PM
Any time John! <G> I figured that's what happened. Hi Anne! Murph'
#165068From: Martin Doudoroff/KUBApr 16, 1995 8:11 PM
Sanford (and Ed): >> Can the KUB scripting extensions help create something like a laminar liquid flow of particles along a path? << Absolutely, but I wouldn't go looking for any generalized liquid dynamics simulations. On the other hand, if your project has some "useful limitations", you may be able get by with some artful cheating. A particle system following a path is essentially a flocking system. Ed's approach to particle systems (based on attractive and repellant forces, rather than collision detection) should be perfectly suited for flocking: the forces could be used to control the particles and move them along the path. If you solve the basic motion problem, the biggest challenge will be getting whatever liquid appearance you seek. I don't have any special suggestions, but I'd also point out that both The Script Extension and, more specifically, Ed's particle techniques (based on simple volumes) are perfectly suited for use with Metareyes Metaballs. Martin
#165315From: sanford kennedyApr 18, 1995 1:30 AM
Martin, I will look into what has been previously discussed in this forum about Ed's particle system setup. I have only recently gotten into the scripting area. I'm trying to recreate naturalistic liquid and particle flows. Also sand…I'm working on a scene from my version of Rommel' North Aftica campaign…command cars racing across the desert, sand storms, tanks crashing through trucks and dunes, Howitzer's firing and bombs blasting. Particles, particles….Any help with impact detection and particle behavior would be appreciated. Is there anything written specifically about applying impact detection to particles? Sanford
#165363From: Martin Doudoroff/KUBApr 18, 1995 10:12 AM
Sanford: >> I'm working on a scene from my version of Rommel' North Aftica campaign…command cars racing across the desert, sand storms, tanks crashing through trucks and dunes, Howitzer's firing and bombs blasting. << Yowza! All computer generated? >> I'm trying to recreate naturalistic liquid and particle flows. Also sand… << I don't want to sound discouraging, but you'll find no EASY solution. On one extreme, you can get your hands on a supercomputer and run a scientifically "accurate" liquid dynamics simulation. On the other extreme, you can paint up some clever animated texture maps and cheat a bunch. It's possible that LenzFX Lumina (the new iteration) would help you out with the clouds and airborne particles–I don't have the software yet, so I don't know how far Aaron's gotten into the Alias-like density rendering stuff. As far as impact detection, you have applications like Keyscript, which contain some rudimentary collision-detection functions, and "canned" applications like Imagine Key Factory, which get more sophisticated. Note that neither of these options are really oriented toward simulating volumes of particles; they're more oriented toward giving objects particle-based behavior. You'll find it a trivial matter to bring your computer to its knees doing collision detection of any sort. I would look first for solutions based on image processing and texture mapped effects, possibly combined with some of the options above for larger debris.
#165546From: sanford kennedyApr 19, 1995 1:55 AM
Martin, Thanks for the thoughtful answer. Yes, I am attempting to do my war scene all on the computer. I have already discovered how much time it takes to render a dense cloud of Vapor. Even tornados take a long time when you max out the particle count. My plan is to use video post to assemble different animations…with Alpha, and some 2D photoshop effects. I will have an old French fortress in the scene as well. Because everything is stylized, I will be able to take many liberties with the effects. I havn't tried LensFX but I've seen what it can do. Very pretty. Great for cannon fire and bombs, etc. Smoke will most likely be 2D…except in closeups. Lots of experimentation ahead. Sanford
#165156From: Mike KelleyApr 17, 1995 12:58 PM
Is Watrfall.zip part of TSE, Ed? I couldn't find it anywhere on the board, so I was curious. At the moment, I'm leaning heavily towards getting TSE, solely based on the work you've done. Having lurked I did note that you were promising a particle system script that (I assume) was the basis for many of the things you've created. I'm particularly interested in the water flic you posted that you said also used AniPro. I'm interested in creating similar water — just how important was AniPro to the creation of that effect? I hope KUB is at least paying you royalties or something — you've certainly deserve them!
#165307From: John EllisApr 18, 1995 12:53 AM
Mike, PMJI but yes Watrfall.zip is part of TSE and requires it to run. >> I'm leaning heavily towards getting TSE… << Its a good move if you got any programming experience, and the possibilities with MetaReyes and Particle systems are really extrodinary. This has the potential to be a whole new area for creation. I'm pounding away on some other projects but as soon as I get a chance I plan on trying Waterfall modified with MetaReyes. Should be cool…