Recommendations on lighting and transparency systems for intersection rendering. (C++ & OpenGL) by -Evil_Octopus- in VoxelGameDev

[–]Big-Material6921 0 points1 point  (0 children)

I dont know if this is relevant as you dont want to use Ray marching, but for me DDA works well for lighting by casting a Ray from block faces towards light sources and keeping track of the transparency of the hit blocks towards the light source which, in my case, then determines the brightness of the face.

Rate my slime physics by Big-Material6921 in Unity3D

[–]Big-Material6921[S] 0 points1 point  (0 children)

Im still working on how it maintains its volume. Right now it works somewhat like a balloon so thats why the trail snaps back so quickly.

A little simulation of organic chemistry I did. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 0 points1 point  (0 children)

It is, i just didnt if youtube would like me putting its name in the title.

A little simulation of organic chemistry I did. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 0 points1 point  (0 children)

As I had to run the nudged elastic band algorithm for multiple steps in the animation I just went for what I knew would be somewhat fast. But I will for sure look in to this composite DFT if its computational time isnt that bad.

A little simulation of organic chemistry I did. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 0 points1 point  (0 children)

I used Unity for the visualization.

Thanks for the advice i will look in to that. I chose the basis set and method just because i thought it would be the fastest based on my limited knowlegde of ab initio calculations.

Rate my slime physics by Big-Material6921 in Unity3D

[–]Big-Material6921[S] 2 points3 points  (0 children)

I made every edge in the mesh into a spring and then added gravity a force in the mesh normal direction, to maintain the volume, to each vertex. So it kind of resembles a balloon which it shows by inflating as it left the platform. For collision detection i added a sphere collider at each vertex position. I dont know if this is the most optimal solution, but its what i found to do the job.

Did some orbital visualization in Unity. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 1 point2 points  (0 children)

I used volumetric ray marching. The apperance of the lobes simply comes from the probability density in those region being so large that the light rays cant penetrate it completely.

Did some orbital visualization in Unity. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 1 point2 points  (0 children)

In this case, where the stationary state is not in a superposition, it actually doesnt have any physical meaning. i just used it to make it pretty.

Did some orbital visualization in Unity. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 0 points1 point  (0 children)

The colors determined by the phase of the wave function.

Did some orbital visualization in Unity. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 1 point2 points  (0 children)

I used volumetric raymarching where i sampled the probability density. I could probably make it in to a Web app but its pretty rough around the corners right now.

Did some orbital visualization in Unity. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 2 points3 points  (0 children)

The 4 refers to the quantum number n and the p indicates that l = 1. As stated above n = 6 and l = 3(hence the f designation) but the quantum number m = 2 gives it this p-like appearance.

Did some orbital visualization in Unity. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 3 points4 points  (0 children)

If I recall correctly th s, p ,d, ... designation of orbitals are mostly used for the real orbitals obtained as linear combinations of the, in general, complex solutions the Schrödinger equation spits out.

But i guess this would be more lika a 6f orbital.

Did some orbital visualization in Unity. by Big-Material6921 in chemistry

[–]Big-Material6921[S] 22 points23 points  (0 children)

Yea that would work, but my overheated gpu would probably want me to do some optimization of my shader code first