POV-Ray : Newsgroups : povray.binaries.images : Colony ship : Re: Colony ship Server Time
28 Apr 2024 13:53:05 EDT (-0400)
  Re: Colony ship  
From: Mike Horvath
Date: 10 Jan 2016 00:15:35
Message: <5691e8f7@news.povray.org>
On 1/9/2016 8:47 PM, clipka wrote:
> Am 10.01.2016 um 01:51 schrieb Mike Horvath:
>
>> I guess I should clarify that what you see in that last image is not a
>> texture, but a physical array of cylinders and tori. Replacing them with
>> a proper texture would make the scene render much faster as well.
>
> Ah, I guess we have a misunderstanding there. I thought you wanted the
> semi-transparent paraboloid sheet to look more like a fine mesh, but now
> my understanding is that it is the visible support structure of that
> paraboloid that you want to look more like a mesh.
>
> Well, my guess there is that it doesn't look like wires because they're
> not really the size of wires, and also because the "longitudinal" and
> "latitudinal" structures simply intersect. Maybe if they just touched
> each other, possibly in an alternating "weaving" fashion, and maybe
> connected with some "clamps", it might look better.
>
>
> Also I wouldn't use copper. It's expensive, heavy, and you only need it
> if there are high currents involved. Presuming the shield is primarily
> based on static voltage, metals with higher resistance should work just
> as fine.
>
> Aluminum might make for a great alternative, too.
>


Here's the code I use for the paraboloid, by the way. Whatever i end up 
doing, it has to match up with that.

#local glass_cone = difference
{
	object
	{
		Paraboloid_Z
		scale nose_cone_radius
		translate -z * ext_glass_thick/2
	}
	object
	{
		Paraboloid_Z
		scale nose_cone_radius
		translate +z * ext_glass_thick/2
	}
}


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.