POV-Ray : Newsgroups : povray.general : Limits to size and distance? : Re: Limits to size and distance? Server Time
31 Jul 2024 12:13:42 EDT (-0400)
  Re: Limits to size and distance?  
From: Alain
Date: 8 Mar 2007 19:00:10
Message: <45f0a38a$1@news.povray.org>
FexFX nous apporta ses lumieres en ce 08-03-2007 15:44:
> Thorsten Froehlich <tho### [at] trfde> wrote:
>> FexFX wrote:
>>> That is what I was looking for a reson for...I am perfectly fine with
>>> running this with the solar system not to actual scale, but stars sould be
>>> quadrillions of units away from the camera yet I can only place them a mere
>>> 500k units away before things crash to a standstill.
>> Of course, but it won't matter as all as long as you adjust them to their
>> relative size. Besides, if you really want good looking stars, I would
>> strongly recommend a texture, not actual objects.

>>  Thorsten

> Try the code I posted...You'll like it I think...
> :)
> However, even if I used a texture as you reccomend, the sphere on which the
> texture was painted would still suffer the same limitations (albeit with
> less memory overhead)
> One thing I was thinking is that the stars can move with the camera location
> (not rotationally, but in the prime directions) because according to paralx
> you should never get ANY closer to any of the stars in a scene unless you
> were traveling at insane speeds...



Place your camera at the origin and paint your stare on a large world sphere. 
Wrap everything else in a large union, and move that union.
-OR-
Use a sky_sphere. It's a background feature that use an unis sphere centered on 
the camera location whose pigment is returned if a ray don't encounter anything 
else. It is not rotated if you apply a rotation to the camera.

If you need a planet 10 000 000 unit away, place it only 1000 unit away, but 
scale it 10 000 times smaler. The end result will be the same.

-- 
Alain
-------------------------------------------------
History, in general, only informs us of what bad government is.
Thomas Jefferson


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