#water..!
15 messages in this thread
Hi Ed,
Wow!…
File Info for WAXX42.ZIP
Section: Scripts Contributor: 71532,3255 Size: 127500
Submitted: 2/8/95 Type: Binary Accesses: 2
Title: TSE Water! Ed K.
Keys: KELLERMAN WATER PXP SCRIPT EXTENSION TSE PARTICLE SYSTEM 640X480
ANIPRO
A refreshing cascade of water in a seamless loop.
You'll think you see spheres deflecting the water. But, look closely, what you
see is
only water delineating their shape.
—————————————————————-
Are you saying that there are no sphere's in the scene? Are you creating hide
keys for the water particles to help delineate their shape?
I wish the water occupied more of the screen.
jonas[adesk]
Hi Jonas:
I just finished downloading the file you sent me. Thanks a lot!
<Are you saying that there are no sphere's in the scene? Are you creating hide
keys for the water particles to help delineate their shape? >
The explanation you are interested in follows this "how I did it note":
————————————————————–
The "continous looping" was done with AniPro. On a whim I decided
to see what it would look like without spheres. Continuing w/Ani-Pro I
removed three yellow spheres. The water that flowed over the spheres,
being transparent, picked up some color from the spheres. I corrected
that also.
The color shifting I did, was discussed in the description of
"AniPro Secret #3 (Fire 16). There is no further discussion
in the animation itself.
Another example of color shifting, (I think all three animations use the
same
palette) can be seen in 3GA54.ZIP, "Negative friction":
<From the description : " … Look carefully at the fire under the
water,
it's simply a clone of that same water. Merely, "water of a different
color." … >
—————————————————————
Back to your question. That animation was generated with a script for a
particle system. I'll be uploading a script for "A
Simple Particle System" as soon as I get some feedback from my "beta-testers"
{hint!!!}. You are hereby sworn to secrecy (until the final version is ready)
and I am E-mailing you a copy.
The description of "ASPS" is attached. In it is explained how the collisions
are handled. There is no need for ANY 3ds objects to exist, other than the fact
that keys are created for them. The motion of the objects is just the way the
script shows you the values it has computed. It could just as well not tell you
(a "compute only" script), or just print them:
; Detailed Description
; ~~~~~~~~~~~~~~~~~~~~
; This script implements a simple particle system with one body and several
; particles. You need to provide objects for the particles and the body. The
; name of the particles should be "Part…". The name of the body should be
; "Body…".
;
; The script computes the position and velocity for each of the objects once
; per frame. It tells 3ds where to place the objects by creating position
; keys.
;
; The body can only be placed on the x-axis, and can only move along that
; axis. Its initial position and velocity are set by:
Body_x_pos = 120000:
Body_x_vel = -20000:
; You can place the particles in their initial positions yourself, or have
; the script place them in random positions within a box centered at the
; origin. The choice is made with:
Place_part$ = "YES":
; and the size of the particle-box is specified by:
Box_edge_x = 12000:
Box_edge_y = 12000:
Box_edge_z = 12000:
; The initial velocity for the particles along the x-axis (the velocity
; along the y and z directions is always initialized to 0) is set by:
Part_x_vel = 0:
; You can control which particles are visible with:
Show_part$ = "ALL":
; You can specify either "ALL" or "POS." If set to "POS," only particles
; with positive X-velocity are displayed.
;
; Collisions between the body and the particles are handled with a field
; that surrounds the body. Particles near the surface of the body
experience
; a force away from its center. The magnitude of the field increases,
; without bounds, toward the center of the body. This approach produces a
; soft "surface." The strength of the field is set by:
Field = 4*10^14:
; The values used above result in the body crashing into the particles and
; creating a symmetrical explosion. The fact that the objects do not
; interact between frames, was used to make the explosion symmetrical.
; Values were chosen that result in the body landing exactly in the middle
; of the particles on frame six and to be too far away to significantly
; affect them at all other times.
;
; When the particles suddenly find themselves inside the body/field, the
; result is explosive. Note, however, that the result is not very accurate.
; A particle could end at the center of the body, an event that should
; require a collision at infinite speed. To simulate the collision more
; accurately, the speed of the body should be
; decreased; the slower, the better.
; To use other values experiment with the values of the parameters.
; You'll be surprised at the large number of effects that can be
; achieved with a particle system, even one as simple as this one.
;
;
; The following values were used for "SPRAY.ZIP"
;
; Body_x_pos = -13000
; Body_x_vel = 0
;
; Place_part$= "YES"
; Box_edge_x = 20000
; Box_edge_y = 300
; Box_edge_z = 300
;
; Part_x_vel = -1000
; Show_part$ = "POS"
;
; Field = -2*10^12
;
; The following values were used for "BLOW.ZIP":
;
; Body_x_pos = 3000
; Body_x_vel = 0
;
; Place_part$= "NO"
; Box_edge_x = 1
; Box_edge_y = 10000
; Box_edge_z = 10000
;
; Part_x_vel = 0
;Show_part$ = "ALL"
;
; Field = 2*10^11
;
Wow!!!
I just took a look at WAXX42 and SLI04 in DL18… YES!
You are absolutely incredible. This is just like stuff that Karl Simms was
doing with Connection Machines a few years ago at Siggraph! (Did you ever see
Panspermia?)
The most amazing thing about it is that it was done entirely with the script
extensions to 3D Studio.
What can I say? I'm speechless! The waterfall animation in WAXX42 is pure
poetry.
I've got to start talking to you about how we can get some of this stuff
rendered to video for the Siggraph reel. It's GREAT!
– G
PS: I'm off to download SLI02.ZIP now. <g>
What can I say. I'm speechless!
Ed K
No no no! I'M speechless!
– G
Did you get my e-mail?
————————————————————-
<just like stuff that Karl Simms was doing with Connection Machines>
That's also what Martin said. I thought he was referring to the
5-10 meg animations he saw when he visited me.
<a few years ago at Siggraph! (Did you ever see Panspermia?)>
No. I've never gone to Siggraph. (I get animation-withdrawal if I
use my PC! I even wait until I go to sleep to run and render
scripts {the change in brightness of the screen wakes me up when
the script is done, then I start rendering}).
<What can I say? I'm speechless!>
I didn't realize, yesterday, that I responded with the same
phrase you had just used. That's just an indication of how
your note affected me! I did not recover the capability to say anything
meaningful for several hours!
<I've got to start talking to you about how we can get some of this stuff
rendered to video for the Siggraph reel>
That can be my next project after I finish the article I told you about
in my last E-mail, and ASPS.
Ed K
We'll have to start talking about doing some video soon. Re email, I've gotten
so much in the past week and a half (and I've been so busy) that it's just been
piling up in my CIS in-box. I'm hoping to get to it this weekend…
– G
Ed:
Super work, Ed. Of course, I especially like WAXX42.FLC (the waterfall)!
Martin
<Of course, I especially like WAXX42.FLC (the waterfall)!>
I knew you couldn't be objective!
Ed K
I just wanted to thank you for taking the time to upload all the
examples. Your dedication to experimentation is truly inspiring.
Until recently I tried to purchase any software related to 3DS. With
the proliferation of IPAS and other software (good and bad and
mediocre) I am becoming more cautious and selective. Your demos act
as an excellent review of the product, as well as an excellent
tutorial.
Thanks a lot!
< Your dedication to experimentation is truly inspiring.>
Experimenting is what I have always liked. It's surprising that I survived my
early years in Costa Rica, a place where in the 50's, a 13-year old could buy
ether, sulphuric acid or the ingredients to make nitroglycerin, at any
drugstore.
I retired about two years ago. That finally gave me the time to experiment
almost all the time (and the freedom to only accept work that is as interesting
as what I'm doing.)
I hope inflation does not mess up this state of affairs, because I prefer to
"work" for letters like yours than for money.
Thanks again!
Ed K
<I wish the water occupied more of the screen. >
Every now and them someone (Ara Gregorian comes to mind) wants bigger
animations.
Fortunately you guys let me know, because I also get requests for smaller
animations.
Just recently, I received a request (by E-mail so I won't mention names) for
uploading smaller
TSE-generated animations (which was directly responsible for some of the water
in "Water!"
being removed).
What I upload is mostly the result of feedback. You'll see more water!
Ed K
Hi Ed,
Thanks! :->
<Thanks! :->
You are welcome. If you have chance, let me know if you think it makes sense
to upload that script. As mentioned in the description, there is also a
"normal-coding-style" version that produces identical results.
Ed K
Hi Ed,
<< If you have chance, let me know if you think it makes sense to upload that
script. As mentioned in the description, there is also a "normal-coding-style"
version that produces identical results. >>
I loved the coding style! Instead of a normal-coding-style upload, I'd love to
have someone write a general comment stripper for scripting and we'd use your
scripts as the test! :->.
Sure it makes sense, It's a great routine.
jonas[adesk]