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Jakob Flierl
@koppi
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?
Jakob Flierl
@koppi
Please open new issues on github.
Jaime Vives Piqueres
@jaimevives
This message was deleted
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.
Hmmm... better, but I still feel they behaved better on the previous version.
BTW, I had to get ride of the timestep settings... otherwise the sim hangs on my machine.
And... why did you use a negative initial_angular_velocity???
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?
I fixed that... see comments on the changes.
Jaime Vives Piqueres
@jaimevives
src/wrapper/lua_bullet.cpp:404:41: error: ‘addTriangleIndices’ is not a member of ‘btTriangleMesh’
.def("addTriangleIndices", &btTriangleMesh::addTriangleIndices)
cannot compile last changes... maybe bullet-physics-playground/bpp@7cbba56 ?
Jakob Flierl
@koppi
Hi Jaime!
On my Ubuntu 16.04:
$ dpkg -l|grep bullet-dev
ii  libbullet-dev:amd64                                         2.83.6+dfsg-3                                      amd64        professional 3D Game Multiphysics Library -- development files
2.83.6+dfsg-3
The bullet API maybe changed slightly.
I just did a clean checkout and noticed, that I forgot to push some changes..
I did the initial_angular_velocity = -10 to debug the freeze, but did not yet find the cause unfortunately.
Jakob Flierl
@koppi
$ grep -R addTriangleIndices /usr/include/bullet/
/usr/include/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h: void addTriangleIndices(int index1, int index2, int index3 );
bullet-physics-playground/bpp@e50abc0
Jaime Vives Piqueres
@jaimevives
Thanks... it works now.
Jaime Vives Piqueres
@jaimevives
Well, it compiles, but I'm getting a few problems: a black view on most demos once I click on the window, then an non-functioning open dialog.
I guess I will have to update to 16.04... or do you prefer that I remain on 14.04 to try and fix the problems?
Now I remembered I've a second, unused disk on this computer: I will install 16.04 there to see if the problems are related to 14.04.
Jakob Flierl
@koppi
Screenshot from 2016-06-04 15-42-13.png
This is how the 00-hello.lua should look with the current version.
The mesh rendering is still WIP as I need to figure out a proper way of doing the vertex data caching in opengl.