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From: Stephen
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 06:39:50
Message: <54dc9106$1@news.povray.org>
On 12/02/2015 04:59, Mike Horvath wrote:
> Also, I was looking at some pictures of the ISS, and their solar panels
> have a coppery sheen to them. How do I mimic that? Here's my current
> solar panel texture:
>
> #local solar_panel_texture = texture

...
 >              finish {Glossy}

Instead of using a standard "finish" define your own with a reflection 
rgb close to one for copper.


   reflection {
     rgb <0.722,0.451,0.200>
     fresnel   0
     falloff   0.000
     exponent  1.000
     metallic  0.500
   }

-- 

Regards
     Stephen


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From: Alain
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 16:01:43
Message: <54dd14b7@news.povray.org>
Le 15-02-12 00:22, Mike Horvath a écrit :
> On 2/11/2015 3:46 AM, Le_Forgeron wrote:
>> What is the diameter of the rotating body ? compare it to the
>> triangulated support used to attach the agridomes and to the section of
>> the six lines which are making a star around the central axis: if you
>> were able to make such big lines inside, why is the outer support meshed
>> of thinner diameter ?
>
> The radius of the habitat is close to 300 meters. The metal rods are 2
> meters thick in both cases.
>
>
>
>>>> In Babylon 5, the central axis is a support for a transportation system
>>>> (kind of metro). Presently here, it does not seems to have a purpose
>>>> and
>>>> its length (as a single segment) is unrealistic. Or I get really wrong
>>>> about the scale of the spinning colony.
>>>
>>> The central axis is actually the light source. It serves no structural
>>> function.
>>
>> Make that central light modular (segments would have to be replaced as
>> they get broken): small linear section as pavement on the cylinder. at
>> least 6 sections (but more according to the diameter) to cover the round
>> perimeter. A small variation of hue and saturation of the white "light"
>> colour along the axis might be interesting.
>>
>
> Segmenting the light source would create strange shadows on the
> interior. Not sure what you mean about the pavement and 6 sections. I
> would like to make the light source more yellow, but haven't figured out
> how. Here's the LightSys code I use:
>
> #local Lightsys_Scene_Scale    = Meters * 100;            // 1 = 1cm?
> #local light_lumens        = 2;                    // float
> #local light_temp        = Daylight(6100);            // float in kelvin°
> #local light_color        = Light_Color(light_temp, light_lumens);

If you reduce the value for Daylight() somewhat, it will get yellower, 
and to a redish tint if you reduce it enough.
Try something like:
#local light_temp        = Daylight(5950);



Alain


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 18:07:36
Message: <54dd3238$1@news.povray.org>
On 2/12/2015 3:28 AM, Thomas de Groot wrote:
> I have been wondering about those six circular windows. While rotating
> do they not create a kind of blinking effect?
>


The effect is probably similar to the one experienced by farmers living 
near and under wind power turbines. It is probably annoying. I could 
replace the holes in the outer shell with a single cylindrical groove to 
remove the effect, but it wouldn't make structural sense.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 18:09:27
Message: <54dd32a7$1@news.povray.org>
On 2/12/2015 6:39 AM, Stephen wrote:
> On 12/02/2015 04:59, Mike Horvath wrote:
>> Also, I was looking at some pictures of the ISS, and their solar panels
>> have a coppery sheen to them. How do I mimic that? Here's my current
>> solar panel texture:
>>
>> #local solar_panel_texture = texture
>
> ...
>  >              finish {Glossy}
>
> Instead of using a standard "finish" define your own with a reflection
> rgb close to one for copper.
>
>
>    reflection {
>      rgb <0.722,0.451,0.200>
>      fresnel   0
>      falloff   0.000
>      exponent  1.000
>      metallic  0.500
>    }
>


I just tried that but didn't notice much of a difference. Maybe because 
I am using parallel lights and camera?


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 18:25:47
Message: <54dd367b$1@news.povray.org>
On 2/12/2015 4:02 PM, Alain wrote:
>> Segmenting the light source would create strange shadows on the
>> interior. Not sure what you mean about the pavement and 6 sections. I
>> would like to make the light source more yellow, but haven't figured out
>> how. Here's the LightSys code I use:
>>
>> #local Lightsys_Scene_Scale    = Meters * 100;            // 1 = 1cm?
>> #local light_lumens        = 2;                    // float
>> #local light_temp        = Daylight(6100);            // float in kelvin°
>> #local light_color        = Light_Color(light_temp, light_lumens);
>
> If you reduce the value for Daylight() somewhat, it will get yellower,
> and to a redish tint if you reduce it enough.
> Try something like:
> #local light_temp        = Daylight(5950);
>
>
>
> Alain


Here's the material for the central axis lamp. I would like it to look a 
little dimmer and yellower. What should I change?


texture {pigment {gamma_color_adjust(light_color) transmit 1}}
interior
{
	media
	{
		emission gamma_color_adjust(light_color)
		density
		{
			cylindrical
			color_map
			{
				[0 srgb 0]
				[1 srgb 1]
			}
			scale	lamp_radius
			rotate	x * 90
		}
	}
}


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From: Thomas de Groot
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 03:20:45
Message: <54ddb3dd$1@news.povray.org>
On 13-2-2015 0:07, Mike Horvath wrote:
> On 2/12/2015 3:28 AM, Thomas de Groot wrote:
>> I have been wondering about those six circular windows. While rotating
>> do they not create a kind of blinking effect?
>>
>
>
> The effect is probably similar to the one experienced by farmers living
> near and under wind power turbines. It is probably annoying. I could
> replace the holes in the outer shell with a single cylindrical groove to
> remove the effect, but it wouldn't make structural sense.

If structural sense is the only thing that matters (and not a view to 
the outside) why not provide smaller holes set on different circular 
paths between inner and outer shells, so that they do not coincide?

-- 
Thomas


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From: clipka
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 06:00:08
Message: <54ddd938$1@news.povray.org>
Am 13.02.2015 um 00:09 schrieb Mike Horvath:

>> Instead of using a standard "finish" define your own with a reflection
>> rgb close to one for copper.
>>
>>
>>    reflection {
>>      rgb <0.722,0.451,0.200>
>>      fresnel   0
>>      falloff   0.000
>>      exponent  1.000
>>      metallic  0.500
>>    }
>>
>
>
> I just tried that but didn't notice much of a difference. Maybe because
> I am using parallel lights and camera?

You need something to reflect.


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From: Stephen
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 06:21:18
Message: <54ddde2e$1@news.povray.org>
On 13/02/2015 11:00, clipka wrote:
> Am 13.02.2015 um 00:09 schrieb Mike Horvath:
>
>>> Instead of using a standard "finish" define your own with a reflection
>>> rgb close to one for copper.
>>>
>>>
>>>    reflection {
>>>      rgb <0.722,0.451,0.200>
>>>      fresnel   0
>>>      falloff   0.000
>>>      exponent  1.000
>>>      metallic  0.500
>>>    }
>>>
>>
>>
>> I just tried that but didn't notice much of a difference. Maybe because
>> I am using parallel lights and camera?
>
> You need something to reflect.
>

Even a simple sky sphere will do.
Here is the one I use to start with.


#declare Shadow_Clouds_Top =
pigment {
   color rgbft <0.196,0.600,0.800,0.000,0.000>
}

#declare Shadow_Clouds_Mid =
pigment {
   bozo
   color_map {
     [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
     [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
     [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
   }

   rotate    <0.0,0.0,90.000>
   rotate    <180.000,0.0,0.0>
   scale     <1.000,6.000,6.000>
   rotate    <-180.000,0.000,-90.000>
   turbulence <0.650,0.650,0.650>
   octaves 6
   lambda 2.000
   omega 0.700
}

#declare Shadow_Clouds_Bot =
pigment {
   bozo
   color_map {
     [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
     [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
     [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
   }

   rotate    <0.0,0.0,90.000>
   rotate    <180.000,0.0,0.0>
   scale     <1.000,6.000,6.000>
   rotate    <-180.000,0.000,-90.000>
   translate <0.000,-0.150,0.000>
   turbulence <0.650,0.650,0.650>
   octaves 6
   lambda 2.000
   omega 0.700
}


#declare SkySphere1 =
sky_sphere {
pigment{ Shadow_Clouds_Top }
pigment{ Shadow_Clouds_Mid }
pigment{ Shadow_Clouds_Bot }

}


-- 

Regards
     Stephen


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 15:40:49
Message: <54de6151@news.povray.org>
On 2/13/2015 6:21 AM, Stephen wrote:
> Even a simple sky sphere will do.
> Here is the one I use to start with.
>
>
> #declare Shadow_Clouds_Top =
> pigment {
>    color rgbft <0.196,0.600,0.800,0.000,0.000>
> }
>
> #declare Shadow_Clouds_Mid =
> pigment {
>    bozo
>    color_map {
>      [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
>      [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
>      [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
>    }
>
>    rotate    <0.0,0.0,90.000>
>    rotate    <180.000,0.0,0.0>
>    scale     <1.000,6.000,6.000>
>    rotate    <-180.000,0.000,-90.000>
>    turbulence <0.650,0.650,0.650>
>    octaves 6
>    lambda 2.000
>    omega 0.700
> }
>
> #declare Shadow_Clouds_Bot =
> pigment {
>    bozo
>    color_map {
>      [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
>      [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
>      [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
>    }
>
>    rotate    <0.0,0.0,90.000>
>    rotate    <180.000,0.0,0.0>
>    scale     <1.000,6.000,6.000>
>    rotate    <-180.000,0.000,-90.000>
>    translate <0.000,-0.150,0.000>
>    turbulence <0.650,0.650,0.650>
>    octaves 6
>    lambda 2.000
>    omega 0.700
> }
>
>
> #declare SkySphere1 =
> sky_sphere {
> pigment{ Shadow_Clouds_Top }
> pigment{ Shadow_Clouds_Mid }
> pigment{ Shadow_Clouds_Bot }
>
> }
>
>


Here's my render with your skysphere. I still don't see any copper tint 
to the solar panels. It's not a big deal though.


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gh_scene_spinner_cutaway_15.png


 

From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 15:43:26
Message: <54de61ee$1@news.povray.org>
On 2/13/2015 3:20 AM, Thomas de Groot wrote:
> On 13-2-2015 0:07, Mike Horvath wrote:
>> On 2/12/2015 3:28 AM, Thomas de Groot wrote:
>>> I have been wondering about those six circular windows. While rotating
>>> do they not create a kind of blinking effect?
>>>
>>
>>
>> The effect is probably similar to the one experienced by farmers living
>> near and under wind power turbines. It is probably annoying. I could
>> replace the holes in the outer shell with a single cylindrical groove to
>> remove the effect, but it wouldn't make structural sense.
>
> If structural sense is the only thing that matters (and not a view to
> the outside) why not provide smaller holes set on different circular
> paths between inner and outer shells, so that they do not coincide?
>

I'm not sure I understand. Having holes of any kind would still produce 
blinking I think.


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