bf-blender w/ particle stuff 03/05/2004
Moderators: jesterKing, stiv
bf-blender w/ particle stuff 03/05/2004
hi all,
A little update to the bf-blender I posted recently: just improvements to deflection. Leaking should be almost (if not completely) gone, at least for stationary deflectors.
Calculation is a little slower, but the results are much better!
The binary is here:
http://reblended.com/www/leon/bf-blender.zip
And for those with other OS's (and who are feeling *really* adventurous!), there's a patch against bf-blender here:
http://reblended.com/www/leon/bfpatch.txt
The patch hasn't been tested as far as I know yet, so be careful!
Cheers
Leon
A little update to the bf-blender I posted recently: just improvements to deflection. Leaking should be almost (if not completely) gone, at least for stationary deflectors.
Calculation is a little slower, but the results are much better!
The binary is here:
http://reblended.com/www/leon/bf-blender.zip
And for those with other OS's (and who are feeling *really* adventurous!), there's a patch against bf-blender here:
http://reblended.com/www/leon/bfpatch.txt
The patch hasn't been tested as far as I know yet, so be careful!
Cheers
Leon
Hi Rhysy,
Some things to check:
1) Make sure the plane normal is pointing towards the particles
2) Make sure you have clicked "recalc all" on the emitter after making the plane a deflector
3) For nice results, the "keys" value should be increased from it's default of 8 to 50 or 100, depending on the particle life.
If these don't work (or they're too obvious and you've tried already!), could you post the .blend on website somewhere, and I'll take a look?
Cheers
Leon
Some things to check:
1) Make sure the plane normal is pointing towards the particles
2) Make sure you have clicked "recalc all" on the emitter after making the plane a deflector
3) For nice results, the "keys" value should be increased from it's default of 8 to 50 or 100, depending on the particle life.
If these don't work (or they're too obvious and you've tried already!), could you post the .blend on website somewhere, and I'll take a look?
Cheers
Leon
Hi
How about this for a use of the new particle deflection: Fluid dynamics! I feel this would be a great goal for blender. Just duplivert metaballs to the particles and now you can have real fountains with realistic flowing water! The water could spray up, fall down under gravity and collect realistically in the bowl of the fountain. With raytracing the effect would be superb! I have tried it but currently this works but is slow (due to the massive mesh resolution after metaball conversion) and unrealistic as there is nothing to simulate surface tension.
If the metaball code was adjusted to make lower resolution meshes with larger volumes of influence and/or the particles could be made to repel each other/keep their distance, blender would be able to do real nice water effects like the Realflow plugin for all those "high-end" 3D apps. The possibilities would be endless. It would be more usable if Blender could import a series of sequential meshes (converted metaballs) for each frame so the metaballs would only have to be converted and calculated once and not every time the frame changes. Maybe I could write a python script to do this if there isn't one already.
This is an advanced feature that I feel could be implemented relatively easily as Blender already has all the right elements (particles deflection, dupliverts and metaballs). I feel it would be an impressive feature that would make blender even more formidable. Don't let these ideas distract the coders from their current goals but it seems to me it is all there just waiting to be put together!
Well done leon for this great new feature!
Koba.
How about this for a use of the new particle deflection: Fluid dynamics! I feel this would be a great goal for blender. Just duplivert metaballs to the particles and now you can have real fountains with realistic flowing water! The water could spray up, fall down under gravity and collect realistically in the bowl of the fountain. With raytracing the effect would be superb! I have tried it but currently this works but is slow (due to the massive mesh resolution after metaball conversion) and unrealistic as there is nothing to simulate surface tension.
If the metaball code was adjusted to make lower resolution meshes with larger volumes of influence and/or the particles could be made to repel each other/keep their distance, blender would be able to do real nice water effects like the Realflow plugin for all those "high-end" 3D apps. The possibilities would be endless. It would be more usable if Blender could import a series of sequential meshes (converted metaballs) for each frame so the metaballs would only have to be converted and calculated once and not every time the frame changes. Maybe I could write a python script to do this if there isn't one already.
This is an advanced feature that I feel could be implemented relatively easily as Blender already has all the right elements (particles deflection, dupliverts and metaballs). I feel it would be an impressive feature that would make blender even more formidable. Don't let these ideas distract the coders from their current goals but it seems to me it is all there just waiting to be put together!
Well done leon for this great new feature!
Koba.
Last edited by Koba on Sun May 09, 2004 2:10 pm, edited 1 time in total.
I'm afraid I don't think displacement mapping works with metas. Just tried, and they go all black 

Website: http://www.shadeless.dk
displacement mapping works with metaballs, nurb and mesh. take a look at the 2.32 release notes and this pic :Monkeyboi wrote:I'm afraid I don't think displacement mapping works with metas. Just tried, and they go all black
http://www.blender3d.org/cms/uploads/pics/Displace5.png
[edit]
oops i've just tried it and you're right, the render is black, except with the Zinvert enabled. In fact, the Zbuffer is wrong, inverted.
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