[x3d-public] Procedural collectors, Chaotic collectors

John Carlson yottzumm at gmail.com
Sat Mar 12 14:20:52 PST 2022


Do we have a saltation emitter yet?  Very important!

https://en.m.wikipedia.org/wiki/Saltation_(geology)

Or is this natural from collidables and Wind particles?

What’s the equivalent collector?

On Sat, Mar 12, 2022 at 4:16 PM John Carlson <yottzumm at gmail.com> wrote:

> I’m thinking I’m the guy who collects collectors, not collections.
>
> On Sat, Mar 12, 2022 at 4:12 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> I would wiggle out of a straight lerp though, for realistic purposes.
>>
>> John
>>
>> On Sat, Mar 12, 2022 at 3:28 PM GPU Group <gpugroup at gmail.com> wrote:
>>
>>> One idea is to add collectors to the physics based emitter scenarios.
>>> The physics changes the particle's position based on physics formulas,
>>> on each iteration. A collector could have 'influence' on the position,
>>> based on
>>> a) time since emitting, with the greater time, the more influence
>>> position = lerp(delta_time, physics_position, collector_position)
>>> so that as time goes on, the collector position dominates until the
>>> particle is at the collector
>>> b) nearness to a collector - with multiple collectors in the scene, it
>>> would be nice if a particle would go to the closest collector.
>>> collector = closest(collector_list,particle_position)
>>> position = lerp(delta_time, physics_position, collector_position)
>>> Doug
>>>
>>> On Sat, Mar 12, 2022 at 2:12 PM John Carlson <yottzumm at gmail.com> wrote:
>>> >
>>> > For a concrete example, one might consider a procedurally generated
>>> tree (L-system) affected by either a liquid or gas emitter, then try to
>>> figure out what stress will break a tree limb or root.
>>> >
>>> > On Sat, Mar 12, 2022 at 3:05 PM John Carlson <yottzumm at gmail.com>
>>> wrote:
>>> >>
>>> >> To continue the discussion of collectors, I will introduce 2 newer
>>> terms, “procedural collector” and “chaotic collector.”   These might be
>>> considered the opposite of procedural generation and then the variety of
>>> X3D particle system emitters matched with new collector nodes.
>>> >>
>>> >> So there are “garbage emitters/generators” and “garbage collectors,”
>>> of course.   First we need better modeling of the problem space for
>>> collectors.
>>> >>
>>> >> X3D Proto Design welcome!
>>> >>
>>> >> Fluid system X3D proto design welcome!   Fluid emitters and fluid
>>> collectors welcome!
>>> >
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>>>
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>>
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