[Bf-funboard] Particles system rewrite?
Wed, 13 Aug 2003 10:53:42 -0700 (PDT)
here's some crazy thoughts, but they would be fun if they weren't a
nightmare to implement:
Particle physics - have the ability for particles to obey physics laws of
other dynamic objects, whenever we get our dynamics engine back.
Maximum particle density - This way, you could animate pouring water to
fill a glass - the particles follow physics on their way down and then
"fill" the glass, based on particle density.
On Wed, 13 Aug 2003 firstname.lastname@example.org wrote:
> =09First, I need to explain something. The link I gave to PPFX needs a
> disclaimer on it. I am not suggesting by any means, that we need to port
> PPFX. PPFX, is a post processing plug-in that analyzes the Z-buffer of th=
> rendered image, and uses it to decide how to render the particles. So,
> basically, I'm suggesting that we keep the rendering part of the current
> system, but update the calculation code to add the following features:
> =091. Vortexes
> =092. Jitter value for almost every value
> =093. Key framing for all values
> =094. The amount of particles be based on a "flow" value, and not on an
> absolute one (the value would represent about of particles released every
> frame, not the total amount of particles in the system)
> =095. Uniform distribution of particles (a large face will emit more
> particles than a smaller one in the same object)
> =096. Gravitons, Fans, etc.
> =09I'm perfectly willing to help code this. Currently, I'm busy working
> on cloth support, but I will be glad to help in any way I can.
> -----Original Message-----
> From: Ton Roosendaal [mailto:email@example.com]
> Sent: Wednesday, August 13, 2003 8:20 AM
> To: firstname.lastname@example.org
> Subject: Re: [Bf-funboard] Particles system rewrite?
> This system works completely different from Blender, and its 'features
> and limitations' page is quite disturbing... however, it does support
> quite some more motion systems.
> A proposal for a 'rewrite' can only be evaluated if you think someone's
> going to do the coding and technical design for it.
> If a discussion can be limited to defining a couple of features that we
> see missing, then I can at least advise on what the feasibility is to
> improve/adjust the current implementation.
> On Tuesday, Aug 12, 2003, at 22:39 Europe/Amsterdam,
> email@example.com wrote:
> > =A0=A0=A0=A0=A0=A0=A0
> > =A0=A0=A0=A0=A0=A0=A0 What about a complete rewrite of the particles sy=
stem? It is
> > good, but there need to be some changes. For instance, how about a
> > vortex value that allows the user to crate a swirl in the particles.
> > Another idea, is the ability every value in the system to have a
> > "jitter" value. Basically I'm pattering this idea off of the trueSpace
> > plug-in Primal Particles FX. Here is a link to the on-line
> > documentation that will give you an idea of what I'm talking about:
> > http://www.primitiveitch.com/ppfx/docs/index.html
> > =A0=A0=A0=A0=A0=A0=A0 What do you think?
> > =A0=A0=A0=A0=A0=A0=A0 =A0=A0=A0=A0=A0=A0=A0 Timothy
> Ton Roosendaal Blender Foundation firstname.lastname@example.org
> Bf-funboard mailing list