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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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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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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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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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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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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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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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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.
Post a reply to this message
Attachments:
Download 'gh_scene_spinner_cutaway_15.png' (100 KB)
Preview of image 'gh_scene_spinner_cutaway_15.png'
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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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Le 15-02-12 18:25, Mike Horvath a écrit :
> 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
> }
> }
> }
If you change:
emission gamma_color_adjust(light_color)
so it becomes this:
emission gamma_color_adjust(light_color)*<0.9, 0.89, 0.75>
it will get dimmer and yellower, a bit on the redish side.
Experiment with that added parameter untill you get something that you like.
You may also lower the value used for the DayLight() macro, it will also
shift the hue toward the red end of the spectrum with a side effect of a
globaly dimmer intensity.
The value is the light's temperature in K°.
If you reduce the value used for "light_lumens", the intensity will be
reduced keeping the same hue.
Alain
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