Name: Magnus Effect

Image:

Magnus  Effect

Description: Astream of particles flows upward passed a rotating basbeball. The particles are deflected to the side by the rotation of the baseball.
The baseball is deflected in a direction opposite the deflection of the particles by Newton's law of action and reaction.

Creator: Patio Plasma

Location: http://slurl.com/secondlife/Sploland/115/117/28/
This is a temporary location, it will be a part of the new baseball exhibition.

Graphics: There is a pattern of seams on the baseball. It is a lower resolution pattern to help it rez faster when it is applied to the baseball.

Baseball texture with seams

 

Lessons:

Rotation

The baseball rotates using llTargetOmega(<0,1,0>,4.0,1);

See Rotating Cafe Wall for more information on TargetOmega.

Particles

To learn how to use particles go to The particle laboratory, Teal (212,46,300)

This exhibit uses two particle efects generators, one on the ground which sends a stream of particles straight up into the second particle generator which is transparent.

The transparent one, at the height of thecenter of the baseball, creates a stream of particles that  accelerates to the side.

Particles

These particle effects are the same for both particle generators.

//// eltee Statosky's Particle Creation Engine 1.0

// Interpolate between startColor and endColor
integer colorInterpolation = TRUE;
// Starting color for each particle
vector startColor = <1.0, 0, 0>;
// Ending color for each particle
vector endColor = <1.0, 0., 0.0>;
// Starting Transparency for each particle (1.0 is solid)
float startAlpha = 1.0;
// Ending Transparency for each particle (0.0 is invisible)
float endAlpha = 1.0;
// Enables Absolute color (true) ambient lighting (false)
integer glowEffect = TRUE;

// Interpolate between startSize and endSize
integer sizeInterpolation = TRUE;
// Starting size of each particle
vector startSize = <0.5, 0.5, 0.0>;
// Ending size of each particle
vector endSize = <0.5, 0.5, 0.0>;
// Turns particles to face their movement direction
integer followVelocity = TRUE;
// Texture the particles will use ("" for default)
string texture = "";

///////////////////////////////////////////////////////
// Lifetime of one particle (seconds)
float particleLife = 2.0;
// Lifetime of the system 0.0 for no time out (seconds)
float SystemLife = 0.0;
// Number of seconds between particle emissions
float emissionRate = 0.02;
// Number of particles to releast on each emission
integer partPerEmission = 10;

// The radius used to spawn angular particle patterns
float radius = 3.0;
// Inside angle for angular particle patterns
float innerAngle = 1;
// Outside angle for angular particle patterns
float outerAngle = 0;
// Rotational potential of the inner/outer angle
vector omega = <0.0, 0.0, 0.2>;

// The minimum speed a particle will be moving on creation
float minSpeed = 0.1;
// The maximum speed a particle will be moving on creation
float maxSpeed = 0.1;
// Global acceleration applied to all particles
vector acceleration = <0.0, 0.0, 0.5>;
// If true, particles will be blown by the current wind
integer windEffect = FALSE;
// if true, particles 'bounce' off of the object's Z height
integer bounceEffect = FALSE;
// If true, particles spawn at the container object center
integer followSource = TRUE;
// If true, particles will move to expire at the target
//integer followTarget = TRUE;
// Desired target for the particles (any valid object/av key)
// target Needs to be set at runtime
key target = "";

 

upper particle generator

// Lifetime of one particle (seconds)
float particleLife = 2.5;

// Global acceleration applied to all particles
vector acceleration = <0.2, 0.0, 0.5>;

 

 

 

Comments:

 

 

Patio Plasma

Copyright 2007

Updated 28 May 2007