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From: SharkD
Subject: "Spinner" space colony (2)
Date: 4 Jun 2010 17:04:14
Message: <4c096a4e$1@news.povray.org>
I moved the rendering to here:

http://isometricland.com/gearhead/ghpanotour_spinner_test.php

Right now (not in the above image yet) I'm experimenting with radiosity 
and a bit of atmospheric haze. What would good values be for scattering 
media? I'm assuming the density should be greater toward the edges of 
the cylinder, but by how much? Should the density increase linearly or 
exponentially?

Thanks!


-- 
http://isometricland.com


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From: Alain
Subject: Re: "Spinner" space colony (2)
Date: 4 Jun 2010 21:05:52
Message: <4c09a2f0$1@news.povray.org>
Le 2010-06-04 17:04, SharkD a écrit :
> I moved the rendering to here:
>
> http://isometricland.com/gearhead/ghpanotour_spinner_test.php
>
> Right now (not in the above image yet) I'm experimenting with radiosity
> and a bit of atmospheric haze. What would good values be for scattering
> media? I'm assuming the density should be greater toward the edges of
> the cylinder, but by how much? Should the density increase linearly or
> exponentially?
>
> Thanks!
>
>

For the density. It would remain almost constent near the axis of 
rotation, then increase somewhat faster as you get nearer to the outer 
surface. I'd go for proportional to the square of the radius. At least, 
it looks reasonable to me. Use a cylindrical pattern:
density{cylindrical poly_wave 0.5 density_map{[0 1][1,0.3]}}

Your cloudy "sky" looks out of place here. A large transparent area, 
while good to get some natural light, is a great structural weakness, 
not to mention that that area is lost from the ocupancy potential of the 
station. If it's just a decoration for the inabitants, it's even worst. 
Also, as the illumination seems to come from that bright axial beam, it 
should be constant everywhere.

If you want your buildings to taper toward the top, I suggest using 
prisms instead of simple boxes. But, unless a building is particularly 
broad, there is no real reason that they should'nt have a constant width.



Alain


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From: SharkD
Subject: Re: "Spinner" space colony (2)
Date: 4 Jun 2010 21:52:33
Message: <4c09ade1$1@news.povray.org>
On 6/4/2010 9:05 PM, Alain wrote:
> For the density. It would remain almost constent near the axis of
> rotation, then increase somewhat faster as you get nearer to the outer
> surface. I'd go for proportional to the square of the radius. At least,
> it looks reasonable to me. Use a cylindrical pattern:
> density{cylindrical poly_wave 0.5 density_map{[0 1][1,0.3]}}
>
> Your cloudy "sky" looks out of place here. A large transparent area,
> while good to get some natural light, is a great structural weakness,
> not to mention that that area is lost from the ocupancy potential of the
> station. If it's just a decoration for the inabitants, it's even worst.
> Also, as the illumination seems to come from that bright axial beam, it
> should be constant everywhere.
>
> If you want your buildings to taper toward the top, I suggest using
> prisms instead of simple boxes. But, unless a building is particularly
> broad, there is no real reason that they should'nt have a constant width.
>
>
>
> Alain

Thanks for the comments. Do I need to scale the density file to the 
scale of my scene?

The "sky" is also meant to place the opposite side in shade in order to 
produce "night". I've tried other methods like placing a sleeve around 
the lamp, but due to radiosity the opposite side is then never fully in 
the dark. I.e. the "bright" side casts reflected light onto the supposed 
"dark" side.

As for loss of occupancy, you're assuming people want to live in zero G. 
Only the areas near the surface have suitable "gravity".

The "sky" does look ugly though.

-- 
http://isometricland.com


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From: Alain
Subject: Re: "Spinner" space colony (2)
Date: 7 Jun 2010 14:22:20
Message: <4c0d38dc@news.povray.org>
Le 2010-06-04 21:52, SharkD a écrit :
> On 6/4/2010 9:05 PM, Alain wrote:
>> For the density. It would remain almost constent near the axis of
>> rotation, then increase somewhat faster as you get nearer to the outer
>> surface. I'd go for proportional to the square of the radius. At least,
>> it looks reasonable to me. Use a cylindrical pattern:
>> density{cylindrical poly_wave 0.5 density_map{[0 1][1,0.3]}}
>>
>> Your cloudy "sky" looks out of place here. A large transparent area,
>> while good to get some natural light, is a great structural weakness,
>> not to mention that that area is lost from the ocupancy potential of the
>> station. If it's just a decoration for the inabitants, it's even worst.
>> Also, as the illumination seems to come from that bright axial beam, it
>> should be constant everywhere.
>>
>> If you want your buildings to taper toward the top, I suggest using
>> prisms instead of simple boxes. But, unless a building is particularly
>> broad, there is no real reason that they should'nt have a constant width.
>>
>>
>>
>> Alain
>
> Thanks for the comments. Do I need to scale the density file to the
> scale of my scene?
>
> The "sky" is also meant to place the opposite side in shade in order to
> produce "night". I've tried other methods like placing a sleeve around
> the lamp, but due to radiosity the opposite side is then never fully in
> the dark. I.e. the "bright" side casts reflected light onto the supposed
> "dark" side.
>
> As for loss of occupancy, you're assuming people want to live in zero G.
> Only the areas near the surface have suitable "gravity".
>
> The "sky" does look ugly though.
>

Yes, you need to scale the cylindrical pattern to the radius of the scene.

For the "night", in an environment such as that station, there is never 
one, and it's quite realistic that there should be no dark side.
If they want a "night", they should do it by turning off the central 
glowing beam, or dim it down. There is absolutely no reason to have 
areas dark while other are brightly illuminated, it's the same hour and 
time of the day everywhere. Have you seen Babylon 5? It's a very good 
example of a spining cylindrical space station.

For the loss of ocupancy, I mean loss of living surface due to the "sky" 
area, not going all the way up to the axis.


Alain


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From: SharkD
Subject: Re: "Spinner" space colony (2)
Date: 7 Jun 2010 16:58:15
Message: <4c0d5d67$1@news.povray.org>
On 6/7/2010 2:22 PM, Alain wrote:
> If they want a "night", they should do it by turning off the central
> glowing beam, or dim it down.

Good idea.

I uploaded a new render (same URL). I'm still having problems with the 
scene looking "artificial", or like a miniature model. I can't quite put 
my finger on it.


-- 
http://isometricland.com


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From: SharkD
Subject: Re: "Spinner" space colony (2)
Date: 9 Jun 2010 14:32:53
Message: <4c0fde55@news.povray.org>
Still looks washed out... :(

-- 
http://isometricland.com


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Attachments:
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From: Alain
Subject: Re: "Spinner" space colony (2)
Date: 9 Jun 2010 14:39:13
Message: <4c0fdfd1$1@news.povray.org>
Le 2010-06-07 16:58, SharkD a écrit :
> On 6/7/2010 2:22 PM, Alain wrote:
>> If they want a "night", they should do it by turning off the central
>> glowing beam, or dim it down.
>
> Good idea.
>
> I uploaded a new render (same URL). I'm still having problems with the
> scene looking "artificial", or like a miniature model. I can't quite put
> my finger on it.
>
>
All those cars and the streets don't help. I'd expect a comunal 
transport system, part on grount, part suspended, to accomodate the 
cityzens transportation.
I still have a dificulty with your clouds and "blue sky". If there are 
some clouds, they would tend to gather into a cylinder around the center 
beam, but never touching it.
Any blueish area due to the athmospheric scattering would be in the 
direction of the central beam relative to the observer. Now, it's about 
120° from where it should be.


The location IS artificial by definition. You may add some light fog, it 
may help to give a sense of scale.

You may try puting the camera on the roof of a building or at street level.


Alain


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From: SharkD
Subject: Re: "Spinner" space colony (2)
Date: 9 Jun 2010 19:56:38
Message: <4c102a36@news.povray.org>
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.

-- 
http://isometricland.com


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Attachments:
Download 'gh_scene_spinner_cubemap_i.png' (406 KB)

Preview of image 'gh_scene_spinner_cubemap_i.png'
gh_scene_spinner_cubemap_i.png


 

From: Thomas de Groot
Subject: Re: "Spinner" space colony (2)
Date: 10 Jun 2010 03:28:29
Message: <4c10941d$1@news.povray.org>
Better indeed.

From looking at the buildings, I feel that the cylinder should have a much 
larger radius. People will get claustrophobic here, with the impression that 
the buildings are falling on their heads. :-)

I think that the sense of scale would be improved with a better balance 
between cylinder dimensions and building dimensions. I suggest a larger 
cylinder and (much more) scaled-down buildings/living space. Add some 
atmospheric media or a subtle fog for suggesting distance and you will get a 
much more believable scene.

Thomas


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From: Stephen
Subject: Re: "Spinner" space colony (2)
Date: 10 Jun 2010 04:21:10
Message: <4c10a076@news.povray.org>
On 10/06/2010 8:28 AM, Thomas de Groot wrote:
> Better indeed.
>
>  From looking at the buildings, I feel that the cylinder should have a much
> larger radius. People will get claustrophobic here, with the impression that
> the buildings are falling on their heads. :-)
>
> I think that the sense of scale would be improved with a better balance
> between cylinder dimensions and building dimensions.

I agree.

I suggest a larger
> cylinder and (much more) scaled-down buildings/living space. Add some
> atmospheric media or a subtle fog for suggesting distance and you will get a
> much more believable scene.
>

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 ;-)


-- 

Best Regards,
	Stephen


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