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Le 2010-06-09 19:56, SharkD a écrit :
> I adjusted all the pigments to compensate for assumed_gamma. The scene
> is no longer as washed-out and bright.
>
> Another problem I haven't fixed yet are the streets. For some reason
> they show up as black when they instead should be gray. I don't know
> why. I thought I fixed all coincident/overlapping surfaces.
>
This one is ok, if a little dark. The previous one was not washed out,
at least on my screen. In fact, it was much more contrasted.
I see a major problem: the ground should curves along the cylinder, now,
it's faceted.
Again, I maintain that planet's ground city like streets and the
presence of cars is just plain wrong in that kind of environment.
You use boxes for the buildings, it may be beter to use prisms; at least
for the taler ones, over 5 stories high, and have those buildings taper
as they go up. Low buildings, 1 to 4 stories, can probably do with
simple boxes.
Alain
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Am 10.06.2010 18:34, schrieb Alain:
> Le 2010-06-09 19:56, SharkD a écrit :
>> I adjusted all the pigments to compensate for assumed_gamma. The scene
>> is no longer as washed-out and bright.
...
>>
> This one is ok, if a little dark. The previous one was not washed out,
> at least on my screen. In fact, it was much more contrasted.
?
I disagree. (Well, then again I don't know your screen ;-))
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Made the buildings larger, the roads narrower.
--
http://isometricland.com
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Attachments:
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"Stephen" <mca### [at] aolDOT com> schreef in bericht
news:4c10a076@news.povray.org...
>
> If Mike does that then it may be realistic but it will be boring to look
> at. IMO realistic space scenes show one feature while hiding most others
> due to differences in scale. Do you remember the posts from a few years
> Having said that the ground could be s bit further away ;-)
>
Yes indeed. Bill, and myself, did some exploration that way back then; and
there was some scenes based on Arthur Clarke's Rama iirc, some years ago
too. It is not easy, fairly impossible, to show all, so a shrewd choice of
viewpoint and scene cutout to suggest - more than to show - the vast
dimensions of such artificial structures is needed.
Thomas
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"SharkD" <pos### [at] gmail com> schreef in bericht
news:4c118153@news.povray.org...
> Made the buildings larger, the roads narrower.
>
Hmmm.... yes and no. The sense of scale is starting to come nicely but the
ground should be curved around the cylinder and not faceted, with the
buildings abruptly at an angle above the pedwalks, and the park as a
completely flat area in front of us. I think cars would have difficulty in
maneuvering across the obvious angles in the roads while driving
cross-cylinder. :-)
It would do as a cartoonesk scene I guess but not as the more realistic one
here.
Thomas
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On 11/06/2010 8:32 AM, Thomas de Groot wrote:
> "Stephen"<mca### [at] aolDOT com> schreef in bericht
> news:4c10a076@news.povray.org...
>>
>> If Mike does that then it may be realistic but it will be boring to look
>> at. IMO realistic space scenes show one feature while hiding most others
>> due to differences in scale. Do you remember the posts from a few years
>> Having said that the ground could be s bit further away ;-)
>>
>
> Yes indeed. Bill, and myself, did some exploration that way back then; and
> there was some scenes based on Arthur Clarke's Rama iirc, some years ago
> too. It is not easy, fairly impossible, to show all, so a shrewd choice of
> viewpoint and scene cutout to suggest - more than to show - the vast
> dimensions of such artificial structures is needed.
>
I think that, that is the reason I gave up realistic modelling of scenes
--
Best Regards,
Stephen
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Stephen <mca### [at] aolDOT com> wrote:
> On 11/06/2010 8:32 AM, Thomas de Groot wrote:
> > "Stephen"<mca### [at] aolDOT com> schreef in bericht
> >> If Mike does that then it may be realistic but it will be boring to look
> >> at. IMO realistic space scenes show one feature while hiding most others
> >> due to differences in scale. Do you remember the posts from a few years
> >> Having said that the ground could be s bit further away ;-)
> >
> > Yes indeed. Bill, and myself, did some exploration that way back then; and
> > there was some scenes based on Arthur Clarke's Rama iirc, some years ago
> > too. It is not easy, fairly impossible, to show all, so a shrewd choice of
> > viewpoint and scene cutout to suggest - more than to show - the vast
> > dimensions of such artificial structures is needed.
> >
> I think that, that is the reason I gave up realistic modelling of scenes
Ah, but I think Mike's approach with the interactive VR is exactly the way to do
a space habitat. I think the way the perspective distorts the edge of the frame
while panning gives the viewer an instinct for the fov that can be very tricky
for non-rectilinear geometries. I'm going to try this with my ringworld - and
I'll also dig out the O'Neill habitat that I started constructing some years
ago. (As an aside, this had a simple uniform fog inside it, and it worked very
well as a depth cue!)
Bill
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On 11/06/2010 1:41 PM, Bill Pragnell wrote:
> Stephen<mca### [at] aolDOT com> wrote:
>> On 11/06/2010 8:32 AM, Thomas de Groot wrote:
>>> "Stephen"<mca### [at] aolDOT com> schreef in bericht
>>>> If Mike does that then it may be realistic but it will be boring to look
>>>> at. IMO realistic space scenes show one feature while hiding most others
>>>> due to differences in scale. Do you remember the posts from a few years
>>>> Having said that the ground could be s bit further away ;-)
>>>
>>> Yes indeed. Bill, and myself, did some exploration that way back then; and
>>> there was some scenes based on Arthur Clarke's Rama iirc, some years ago
>>> too. It is not easy, fairly impossible, to show all, so a shrewd choice of
>>> viewpoint and scene cutout to suggest - more than to show - the vast
>>> dimensions of such artificial structures is needed.
>>>
>> I think that, that is the reason I gave up realistic modelling of scenes
>
> Ah, but I think Mike's approach with the interactive VR is exactly the way to do
> a space habitat.
I agree with you. I think this is an interesting experiment. It makes me
wonder what a game engine would make of it.
> I think the way the perspective distorts the edge of the frame
> while panning gives the viewer an instinct for the fov that can be very tricky
> for non-rectilinear geometries.
would make you seasick driving down those roads.
> I'm going to try this with my ringworld - and
> I'll also dig out the O'Neill habitat that I started constructing some years
> ago. (As an aside, this had a simple uniform fog inside it, and it worked very
> well as a depth cue!)
>
I look forward to seeing it.
--
Best Regards,
Stephen
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Stephen <mca### [at] aolDOT com> wrote:
> I agree with you. I think this is an interesting experiment. It makes me
> wonder what a game engine would make of it.
That reminds me - ever play any of the Halo games? There's a pretty good
rendition of a ringworld, and beautiful to look at. I kept getting shot up cos I
was too busy ogling the scenery :-)
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On 11/06/2010 2:38 PM, Bill Pragnell wrote:
> Stephen<mca### [at] aolDOT com> wrote:
>> I agree with you. I think this is an interesting experiment. It makes me
>> wonder what a game engine would make of it.
>
> That reminds me - ever play any of the Halo games? There's a pretty good
> rendition of a ringworld, and beautiful to look at. I kept getting shot up cos I
> was too busy ogling the scenery :-)
>
>
No, the last game I played was Doom II, Doom III was too dark for me to
--
Best Regards,
Stephen
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