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From: SharkD
Subject: "Spinner" space colony (3)
Date: 25 Jun 2010 23:14:46
Message: <4c2570a6@news.povray.org>
This is my final render... for now. I'm a bit burned out on it so I'm 
going to switch to other things. I was using someone else's PC to do the 
bigger renders, and just now noticed the SS2 executable that makes use 
of both cores! Doh! Anyway, 3.3 hours render time is not bad considering 
all the objects are visible and radiosity is turned on. Will have to 
figure out why the atmosphere's media slows things to a crawl...



Here's my ideas for when I come back to it later, but it won't be for a 
while...


- smooth the street pavement texture
- change the colors of the street decorations, including the street lamps
- add windows to the street cars
- add glass windows to white ellipsoidal buildings
- pedestrians are missing from the gaps between buildings
+ rotate the section labels some so that a and e are not next to each other
+ shorten the height of the spiral park sculpture
+ make the buildings slightly taller, maybe 6 to 12 storeys instead of 4 
to 8
- add support for objects/buildings that get spawned once and only once
+ make the park sculptures less common
- add the Eagle spacecraft model, and find a sculpture of an astronaut 
to place next to it
- develop a more memory efficient method of generating buildings
   - a hybriod between Chris Colefax's original method and the method I 
use now
   - generate several instances of each building with different numbers 
of storeys, and store them in variables/arrays
- next time I render the scene, re-enable CSG shapes instead of meshes 
to see how much it impacts performance
- add ponds to some of the parks
- add golf courses to some of the parks
- add a single, double-width and double-height building (a tower like 
the space needle?) near the middle of the scene
- add some flying craft, maybe a dirigible
- enlarge the potted street-side plants a bit
- add lens flare? would it even make sense in this environment?
- sunrise with sun behind planet?
- check the newsgroups, someone responded with a better way of 
positioning the trees around 2010-06
- make the "bird's nest" park decoration spiral around instead of being 
just concentric rings






-- 
http://isometricland.com


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From: Cousin Ricky
Subject: Re: "Spinner" space colony (3)
Date: 26 Jun 2010 20:40:01
Message: <web.4c269dcceadc24bb85de7b680@news.povray.org>
Those are some massive sculptures.


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From: Alain
Subject: Re: "Spinner" space colony (3)
Date: 27 Jun 2010 14:38:10
Message: <4c279a92$1@news.povray.org>
Le 2010-06-25 23:14, SharkD a écrit :
> This is my final render... for now. I'm a bit burned out on it so I'm
> going to switch to other things. I was using someone else's PC to do the
> bigger renders, and just now noticed the SS2 executable that makes use
> of both cores! Doh! Anyway, 3.3 hours render time is not bad considering
> all the objects are visible and radiosity is turned on. Will have to
> figure out why the atmosphere's media slows things to a crawl...
>
>
>

There have been a great improvement. Good work!


Alain


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From: SharkD
Subject: Re: "Spinner" space colony (3)
Date: 27 Jun 2010 21:02:23
Message: <4c27f49f@news.povray.org>
Small aerospace museum, with models ripped off the web.

It's missing more detail, and is kind of boring. Maybe some holographic 
displays or something.


-- 
http://isometricland.com


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From: SharkD
Subject: Re: "Spinner" space colony (3)
Date: 27 Jun 2010 22:21:06
Message: <4c280712@news.povray.org>
Another one, with a sign out front. Still not very exciting...


-- 
http://isometricland.com


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From: SharkD
Subject: Re: "Spinner" space colony (3)
Date: 27 Jun 2010 22:22:22
Message: <4c28075e$1@news.povray.org>
LOL! While searching for other space ships I realized that two of them 
are from a TV series and are therefore recognizable. Doh!


-- 
http://isometricland.com


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From: Stephen
Subject: Re: "Spinner" space colony (3)
Date: 28 Jun 2010 00:53:32
Message: <4c282acc@news.povray.org>
On 28/06/2010 3:22 AM, SharkD wrote:
> LOL! While searching for other space ships I realized that two of them
> are from a TV series and are therefore recognizable. Doh!
>
>

Your O’Neil cylinder must inhabit the same universe, then. ;-)

BTW this project is coming along nicely. :-D


-- 

Best Regards,
	Stephen


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From: SharkD
Subject: Re: "Spinner" space colony (3)
Date: 28 Jun 2010 01:44:44
Message: <4c2836cc$1@news.povray.org>
On 6/28/2010 12:53 AM, Stephen wrote:
> Your O’Neil cylinder must inhabit the same universe, then. ;-)
>
> BTW this project is coming along nicely. :-D
>
>

Thank you! The harsh lighting still makes it look kind of "dead" though. :(


-- 
http://isometricland.com


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From: SharkD
Subject: Re: "Spinner" space colony (3)
Date: 28 Jun 2010 01:45:38
Message: <4c283702@news.povray.org>
Super Happy Play World!


-- 
http://isometricland.com


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From: SharkD
Subject: Re: "Spinner" space colony (3)
Date: 28 Jun 2010 01:50:33
Message: <4c283829$1@news.povray.org>
Forgot to mention that buildings now have two new parameters:

1. chance
2. unique

"Chance" determines the likelihood a building will spawn. Some spawn 
more often than others. (Actually, only one spawns less often than the 
rest.) "Unique" means a building will spawn once and only once. I'm 
using this for the parks with sculptures/models which should never 
repeat. Also tweaked the street pavement and lamp textures.

Anyway, that's all for tonight!


-- 
http://isometricland.com


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