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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
}
}
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