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Jakob Flierl
@koppi

I have replaced the "save png screenshot" tool button, with a "take picture with povray" tool button.

Here's my texture experiments: unfortunately my pov skills are not very well developed.

https://www.youtube.com/watch?v=Vhkk9kgTqds

Jakob Flierl
@koppi

Here's a demo of the "Take picture with POV-Ray" button:

https://www.youtube.com/watch?v=3LzBzupDDyk

Jaime Vives Piqueres
@jaimevives
That could be handy for some quick tests, to see if you wrote correctly the sdl commands.
Jaime Vives Piqueres
@jaimevives
mesh instancing is not implemented yet. I need to think a bit howto do this in a correct way.
can you point me to the source code of other programs, that do mesh instancing?
Sorry, bpp is the only 3d program I ever looked into the sources. The only one I can think of is POV-Ray itself. I wonder... doesn't have the bullet library support for this?
Jakob Flierl
@koppi
I'm currently playing with http://slowmovideo.granjow.net/videos.html
Jaime Vives Piqueres
@jaimevives
I found what happens with the oranges box image_map: the camera is flipped on x, so that's why the image gets reversed:
right -image_width/image_height*x
I know it should be that way to match the camera on bpp, so maybe it's better to keep the <-1,1,1> scaling on the image map, and take it into account for future demo scenes.
Jakob Flierl
@koppi
the camera export to pov is still somewhat broken – do we need to add a sky vector to the pov camera? Here's two cases I came across recently:
Screenshot from 2016-05-08 21-39-24.png
Screenshot from 2016-05-08 21-38-17.png
(If you double-click in the opengl view, the camera position gets set to the closest axis)
In that case, pov sometimes flips the image upside down – I don't know where to fix this.
Is it possible to add a matrix transform inside the pov camera statement?
Jaime Vives Piqueres
@jaimevives
Yes, a sky vector seems to fix it.
Jakob Flierl
@koppi
I'm currently playing with photons:
bpp-20160509-002637-00-hello-00581.png
bpp-20160509-002755-00-hello-00581.png
bpp-20160509-002918-00-hello-00581.png
Jaime Vives Piqueres
@jaimevives
I think you need a lot more photons, but it's a very nice start.
Jakob Flierl
@koppi
bpp-20160511-020230-00-hello-00059.png
Jaime Vives Piqueres
@jaimevives
Yeah... that's what I meant! Looks very good now.
Jakob Flierl
@koppi

@jaimevives the signature of the Cylinder shape changed in bullet-physics-playground/bpp@3a0bcd4

I have updated the demos accordingly bullet-physics-playground/bpp@0bdda22

Jakob Flierl
@koppi
With the latest camera changes, the box w oranges scene should work with all camera positions:
bpp-20160514-183110-box-w-oranges-00000.png
bpp-20160514-183755-box-w-oranges-02611.png
Jaime Vives Piqueres
@jaimevives
Great! Let's see if I've the time to start playing tomorrow... I had a busy week, and today I'm still working on something I've to finish for next monday (the inconveniences of being self-employed).
Jakob Flierl
@koppi
I'm currently uploading a 5 GB ODS 360° video to YouTube I've renderd over the last three weeks (– my DSL upload is not very fast, if it does not get interrupted it will finish in about 30 hours).
Jaime Vives Piqueres
@jaimevives
OMG, what an enviable patience and determination!
Jakob Flierl
@koppi

I have a POV-Ray related question: can POV-Ray replicate the Tyndall effect?

– see: https://en.wikipedia.org/wiki/File:Why_is_the_sky_blue.jpg and https://en.wikipedia.org/wiki/Tyndall_effect

Jaime Vives Piqueres
@jaimevives
Been there, done that... ;
opalite-phpp-90.jpg
POV-Ray media has Rayleigh scattering, which is very similar. It's not wavelength dependent, but that can be simulated with multiple medias for each wavelength.
Jaime Vives Piqueres
@jaimevives
I've been unsuccessfully trying to simulate opalopal-cabachon-05.jpg
Further reading seems to suggest that Tyndall scattering is possible using he Mie scattering in POV-Ray.
Jakob Flierl
@koppi
So, proper simulation of opal is very impractical / impossible then, I guess.
Jaime Vives Piqueres
@jaimevives
Opalite (the one you posted a picture) is OK with media, but true opal requires diffraction, which to my knowledge, no renderer does as of today. I tried several tricks with multiple medias, but none works for animation (the interior remains static, when it should "flow").
I tried some trick using "phase" on the color maps for the medias, but it didin't look natural.
Jakob Flierl
@koppi
Experimenting with BRIO bricks.
bpp-20160519-150200-00-hello-brio-01330.png
Jakob Flierl
@koppi

I just updated the demo/ folder a bit, see: https://github.com/bullet-physics-playground/bpp/tree/master/demo

I have included the citroen gs and the micra k11 into https://github.com/bullet-physics-playground/bpp/tree/master/includes

I have updated https://github.com/bullet-physics-playground/bpp/blob/master/demo/jaimevives/driveable-car.lua – the cars should move much more realistic now.

@jaimevives can you have a look into this file and check the tire radii against the two pov car models? I'm not sure, if I got these correct, see: https://github.com/bullet-physics-playground/bpp/blob/master/demo/jaimevives/driveable-car.lua#L67-L76 and https://github.com/bullet-physics-playground/bpp/blob/master/demo/jaimevives/driveable-car.lua#L90-L104 .

Also: I have re-used the Citroen GS's wheels with the Micra, because I wasn't able to get the correct alignment and rotation of the Micra's original wheels, can you look into this?

https://github.com/bullet-physics-playground/bpp/blob/master/includes/i_micra_k11.inc#L20-L30

Jaime Vives Piqueres
@jaimevives
Ok, will look into it later today....
Jaime Vives Piqueres
@jaimevives
Well... finally a free weekend! Should have plenty of time to test seriously.
About the surface-only liquids video: I didnt listen to it, as my english is mostly read-write, but the graphics look awesome. I guess it's a method for liquids without particles?
About the drivable car test video... how you did the wire graphics?
Jaime Vives Piqueres
@jaimevives
I'm already finding some issues... which is your preferred way: do I post them here or better I open issues on github?