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- "FOUNTAIN"
- Version 0.40
- By:
- Jason Mussetter
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- "FOUNTAIN" is a simple particle fountain generator that was originally
- written for Steven Coy's "VIVID", but it now supports POV-Ray and PolyRay
- also. Release 0.40 is the current release of "FOUNTAIN", but other beta
- releases will be released later.
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- USAGE:
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- FOUNTAIN /<option>
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- The current command line options are:
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- /? - help; displays all the command line options along with their
- default values
- /o - output select; choices are: VIVID, POV-Ray, and PolyRay
- /v - velocity of the particles, the higher the number the further
- the particles come out
- /a - angle that the particle exits
- /l - random allowance; shoots the particles with a random angle
- /d - particle dissolve; shrinks the particle a given amount
- every frame
- /g - gravity strength; earths gravity strength is 9.8
- /m - minimum distance; simulates the particles hitting a "floor"
- /n - the origin (x y z) of the fountain;
- /t - time (# of frames); maximum of 400 frames for current version
- /p - particle count
- /r - particle radius
- /h - threshold of blob; only works with the /o option
- /e - strength of blob; only works with the /o option
- /y - rotation of the fountain; 180 will make a half fountain, etc.
- /c - scale of scene; the bigger the number the smaller the scene
- /i - include statement
- /s - surface definition
- /w - preview; will show you the path of the particles on the
- screen without writing to disk
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- To use the command line options, you enter "FOUNTAIN" and as many of the
- option switches as you wish (NOTE: **DO NOT** enter the actual option
- values at the command line, the program will prompt you for them when needed).
- You can use as many options as you wish.
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- TIPS:
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- The /i option is very useful and should be used in all scenes. For best
- results, create a vivid file called "CAMERA.V" or something similar and
- put the camera definitions in this file. Then, when using fountain, use
- the /i option and enter "#include CAMERA.V" when prompted (this is now
- the default), this will create each frame with the camera definitions
- already in it, the alternative way is to type in all of the camera definitions
- for each frame individually.
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- The /s option is also very useful. When you use this, you can either
- enter the actual surface definition, something like "SURFACE {DIFF 1 0 0}"
- or something similar, or you can define a surface in the "CAMERA.V" file,
- using the "#DEFINE" command, and just put the name in when the program prompts
- you for one. **NOTE** You must use this option as well as the /i
- option when outputing to POV or PolyRay.
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- The /c option is useful when the output scene you make is too big and
- you can't fit all the particles in the shot unless you have you camera
- way far away (ie: 0,100000,0) which happens alot, so you can scale your
- scene down to a better size.
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- The /l option will give the fountain a nice random look to it. The
- random allowance is the maximum number of degrees that can be added to
- the original angle to determine what the random angle will be. For
- example, suppose that you made the exit angle of the particles 10, and
- you used the /l option and entered 80 for the Random Allowance. This
- will cause all the particles to shoot out at a random angle between 10
- and 90 (10 + 80). If you still don't unterstand, play around with it
- and see the results. **NOTE** A bug was found in this option which
- causes it to shoot the particles in 360 degrees know matter what the RA
- is. Working on this, hopefully I will have figured out what is caused
- this by the next version.
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- The /m option which is the long awaited Aritificial Collision
- Detection parameter might still be a little buggy. I tested it a couple
- of times with a few *SIMPLE* animations and it looked like it was doing
- what it was supposed to do. However, if you find and bugs in it with
- more complex animations, please inform me.
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- When using the /o option, you must remember that FOUNTAIN uses the
- right-handed coordinate system when outputting to VIVID, and the
- left-handed coordinate system when outputting to POV-Ray and PolyRay.
- So be careful when defining "up" in the CAMERA definition in these programs,
- otherwise you may end up with a sideways fountain. Also note that when
- outputting to POV-Ray and PolyRay, you must costomize the surface and
- include options, otherwise it will be in VIVID syntax, thus producing a
- error while tracing.
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- NOTES:
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- That's about it for now, as I said before, the program is only a beta
- version right now. If you find any program bugs, or have any ideas or
- questions, please contact me here at The Graphics Alternative. I will continue
- to add and change features in later releases. Some of the things I'm planning
- on adding are: output to other raytracers, and a higher frame count so your
- not limited to 400 frames. I would also like to give special thanks to
- Darby Johnston for answering my tough questions about particle
- animation, and Adam Shiffman for some great suggestions. Good luck, and have
- fun, and don't forget to keep looking for newer releases of "FOUNTAIN"!
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