POV-Ray : Newsgroups : povray.binaries.animations : Flying through space Server Time
22 Jun 2024 06:56:52 EDT (-0400)
  Flying through space (Message 1 to 7 of 7)  
From: Rune
Subject: Flying through space
Date: 22 Sep 2007 04:01:57
Message: <46f4cbf5@news.povray.org>
Timothy Groves asked in povray.advanced-users for suggestions on how to make 
high speed in space visible, possible using many small objects flying past.

The animation here shows the effect of speed by making many small objects 
fly past the camera in a cube area around the camera. The good thing is that 
no matter how far the camera travels, the number of objects is constant - in 
this case only 600 objects. To add richness to the feel of vast space, I 
used a small cube with small objects and a bigger cube with bigger objects, 
to both simulate close objects flying fast past the camera and bigger 
objects that can be seen at a longer distance.

The savings in parse time and memory may not be very big in this small demo 
animation, but for a longer animation, where the camera travels much 
further, the savings will be huge by using this method.

Complete source code below:


#declare CameraLocation = vrotate(20*x,360*y*clock);

camera {location CameraLocation}

#macro Mod(A,B) mod(A,B)+B*(A<0?1:0) #end

#declare CubeSize = 30;
#declare C = 0;
#declare Seed = seed(123);
#while (C<300)

   // Create Points
   #declare ObjLoc =
      <rand(Seed),rand(Seed),rand(Seed)>*CubeSize-CameraLocation;
   #declare ObjLoc =
      <Mod(ObjLoc.x,CubeSize),Mod(ObjLoc.y,CubeSize),Mod(ObjLoc.z,CubeSize)>;
   #declare ObjLoc =
      ObjLoc+CameraLocation-CubeSize*<1,1,1>/2;

   // Make object
   sphere {ObjLoc, 0.03 pigment {rgb 1} finish {ambient 1 diffuse 0}}

   #declare C = C+1;
#end

#declare CubeSize = 10;
#declare C = 0;
#declare Seed = seed(123);
#while (C<300)

   // Create Points
   #declare ObjLoc =
      <rand(Seed),rand(Seed),rand(Seed)>*CubeSize-CameraLocation;
   #declare ObjLoc =
      <Mod(ObjLoc.x,CubeSize),Mod(ObjLoc.y,CubeSize),Mod(ObjLoc.z,CubeSize)>;
   #declare ObjLoc =
      ObjLoc+CameraLocation-CubeSize*<1,1,1>/2;

   // Make object
   sphere {ObjLoc, 0.01 pigment {rgb 1} finish {ambient 1 diffuse 0}}

   #declare C = C+1;
#end


Rune
-- 
http://runevision.com


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Attachments:
Download 'showspeed.mpg' (377 KB)

From: Timothy Groves
Subject: Re: Flying through space
Date: 22 Sep 2007 06:02:08
Message: <46f4e820$1@news.povray.org>
Rune wrote:
> Timothy Groves asked in povray.advanced-users for suggestions on how to make 
> high speed in space visible, possible using many small objects flying past.
> 
> The animation here shows the effect of speed by making many small objects 
> fly past the camera in a cube area around the camera. The good thing is that 
> no matter how far the camera travels, the number of objects is constant - in 
> this case only 600 objects. To add richness to the feel of vast space, I 
> used a small cube with small objects and a bigger cube with bigger objects, 
> to both simulate close objects flying fast past the camera and bigger 
> objects that can be seen at a longer distance.
> 
> The savings in parse time and memory may not be very big in this small demo 
> animation, but for a longer animation, where the camera travels much 
> further, the savings will be huge by using this method.
> 
Thanks!


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From: Timothy Groves
Subject: Re: Flying through space
Date: 22 Sep 2007 07:00:47
Message: <46f4f5df$1@news.povray.org>
Timothy Groves wrote:

Worked like a charm, except...

Well, I forgot the stupid speeds at which Honorverse ships move.  I 
expanded the containment boxes by a factor of 100, increased the sizes 
of the spheres within by the same factor.  That made the depth from 
camera of the box 3000 units.  3000 meters, since that is the scale I 
use for Honorverse ships.

At http://tailkinker.batcave.net/cruiser.avi you will find a rendered 
animation of a Light Cruiser with your space junk macro in use, scaled 
up as above.  Note that by the time the Cruiser passes the camera, the 
space junk is sailing past at speeds high enough to make them irrelevant 
to the scene.

The reason for this is that the Cruiser is moving at 4207 m/s at the 
time that it passes the camera.  Further, the Cruiser was accelerating 
at 52 G, which is 10% of max power.

Considering Fearless accelerates at 520 G for 70 minutes before the 
start of her firefight with Sirius, that means she would be moving at 
21,436 km/s.

So thank you for the lovely macro, I can probably find many other uses 
for it - crud in the ocean, perhaps, if I ever do a sub animation, or 
use it for slower moving spacecraft.  Unfortunately, Honorverse ships 
are just too fast for such references.


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From: Karl Anders
Subject: Re: Flying through space
Date: 23 Sep 2007 02:40:01
Message: <web.46f60a0768cec8f1bfa4977b0@news.povray.org>
Timothy Groves <gro### [at] yahoocouk> wrote:

Hi all,

Since I'm a science fiction fan myself and always wanted to do something of
that sort, I'm really quite interested :-)

BUT:
<snip...>
> At http://tailkinker.batcave.net/cruiser.avi you will find a rendered
<snip...>

Sorry, but couldn't load that one. When trying, it jumps to
http://www.batcave.net/links.php

Have a nice sunday.

Karl


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From: Rune
Subject: Re: Flying through space
Date: 23 Sep 2007 14:38:57
Message: <46f6b2c1$1@news.povray.org>
Timothy Groves wrote:
> Note that by the time the Cruiser passes the camera, the
> space junk is sailing past at speeds high enough to make them
> irrelevant to the scene.

I'm not sure why you can't just scale it up even more then? Have you given 
it a try?

Rune
-- 
http://runevision.com


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From: Timothy Groves
Subject: Re: Flying through space
Date: 23 Sep 2007 19:29:32
Message: <46f6f6dc@news.povray.org>
Rune wrote:
> Timothy Groves wrote:
>> Note that by the time the Cruiser passes the camera, the
>> space junk is sailing past at speeds high enough to make them
>> irrelevant to the scene.
> 
> I'm not sure why you can't just scale it up even more then? Have you given 
> it a try?

There reaches a point at which you have 100 meter radius pieces of 
"space junk" floating past the ship...scaling the containment box up 
only helps if you also scale up the debris so it can be seen at a 
kilometer away.


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From: scott
Subject: Re: Flying through space
Date: 24 Sep 2007 09:31:12
Message: <46f7bc20$1@news.povray.org>
> Well, I forgot the stupid speeds at which Honorverse ships move.  I 
> expanded the containment boxes by a factor of 100, increased the sizes of 
> the spheres within by the same factor.  That made the depth from camera of 
> the box 3000 units.  3000 meters, since that is the scale I use for 
> Honorverse ships.
>
> At http://tailkinker.batcave.net/cruiser.avi you will find a rendered 
> animation of a Light Cruiser with your space junk macro in use, scaled up 
> as above.  Note that by the time the Cruiser passes the camera, the space 
> junk is sailing past at speeds high enough to make them irrelevant to the 
> scene.

A real camera does not take a snapshot of an instant in time, it takes an 
average of what it sees over 1/25th second (or whatever).  For most slow 
animations it doesn't make too much difference, but for something like you 
are trying to do you probably need to have motion blur to be able to see 
anything like reality.

> The reason for this is that the Cruiser is moving at 4207 m/s at the time 
> that it passes the camera.

Shouldn't pose a problem to using this method, objects 2 km away that are 
large enough to be visible should take ~15 frames to cross the screen, most 
certainly visible to the camera.  Of course tiny objects are not going to be 
visible that far away, or if they are too close to the camera and crossing 
in less than 2 or 3 frames (in that case the motion blur would make them 
almost invisible).

If I were you, I would replace the "objects" with fake motion blur ones, 
like long stretched spheres/cylinders with varying length and transparency. 
You can probably code how to calculate these values based on the distance 
from the camera.  For some slower moving (in view space, ie >10 or so frames 
on-screen) objects, use real motion blur with more detailed geometry.


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