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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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Le 15-02-13 15:43, Mike Horvath a écrit :
> 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.
The blinking effect can be reduced if the two openings set don't have
the same number of openings.
Try 6 on the outer shell and 7 for the inner shell.
Alain
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On 13-2-2015 21:43, Mike Horvath wrote:
>
> I'm not sure I understand. Having holes of any kind would still produce
> blinking I think.
Words... difficult...
I made a little simplified image to show what I mean.
--
Thomas
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Attachments:
Download 'test.png' (67 KB)
Preview of image 'test.png'
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I've been playing around with different scales for the habitat. I prefer
the larger scale (left in the image). But I know there's no way I can
render it with the quality levels turned up higher. I tried a couple
days ago but after 2.5 hours it was still stuck in that stage between
parsing and actually rendering. I can't spare my computer for the week
or however long it would require to render the scene.
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Attachments:
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Preview of image 'gh_spinner_montage_e.png'
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Am 15.02.2015 um 04:07 schrieb Mike Horvath:
> I've been playing around with different scales for the habitat. I prefer
> the larger scale (left in the image). But I know there's no way I can
> render it with the quality levels turned up higher. I tried a couple
> days ago but after 2.5 hours it was still stuck in that stage between
> parsing and actually rendering. I can't spare my computer for the week
> or however long it would require to render the scene.
Sounds like you might be hitting the physical memory limits of your
computer, and entering the abyss of swap hell. In that case I'd wager
even a week to be a very optimistic estimate.
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On 12/02/2015 23:09, Mike Horvath wrote:
>
> I just tried that but didn't notice much of a difference. Maybe because
> I am using parallel lights and camera?
I think that the fault is on my part. (Sorry for the delay in replying.)
I don't write my own code I use a modeller and there was a cut and paste
problem in my last post.
The attached image shows a coloured reflection.
The bands are (R to L) Cu reflection, no colour in reflection and brick
pattern with the mortar having a coloured reflection.
#declare SMcA_BlackCu =
texture {
pigment {
color rgbft <0.122,0.122,0.122,0.000,0.000>
}
finish {
ambient rgb <0.100,0.100,0.100>
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 1.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.050
reflection {
rgb <0.481,0.301,0.133>, rgb <0.722,0.451,0.200>
fresnel 0
falloff 0.000
exponent 1.000
metallic 0.000
}
}
}
--
Regards
Stephen
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On 2/16/2015 9:10 AM, Stephen wrote:
> finish {
> ambient rgb <0.100,0.100,0.100>
> brilliance 1.000
> crand 0.000
> diffuse 0.600
> metallic 1.000
> phong 0.000
> phong_size 40.000
> specular 0.000
> roughness 0.050
> reflection {
> rgb <0.481,0.301,0.133>, rgb <0.722,0.451,0.200>
> fresnel 0
> falloff 0.000
> exponent 1.000
> metallic 0.000
> }
> }
That worked! Thanks.
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I have curved the solar panels and agridomes. They look a lot more sleek
now.
I am also still working on a solution for the viewport flickering. I've
at least reduced it somewhat by making the spindles in the outer shell
thinner. I don't like how this looks, but maybe adding a few more curves
here and there will make it look better.
Lastly, I'm still trying to figure out how to reflect sunlight onto the
agridomes. I'm considering a paraboloid directly "above" them (from the
standpoint of someone standing inside the agridome), but space is tight.
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Download 'gh_scene_spinner_cutaway_16.png' (310 KB)
Preview of image 'gh_scene_spinner_cutaway_16.png'
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On 2/15/2015 7:48 AM, clipka wrote:
> Am 15.02.2015 um 04:07 schrieb Mike Horvath:
>> I've been playing around with different scales for the habitat. I prefer
>> the larger scale (left in the image). But I know there's no way I can
>> render it with the quality levels turned up higher. I tried a couple
>> days ago but after 2.5 hours it was still stuck in that stage between
>> parsing and actually rendering. I can't spare my computer for the week
>> or however long it would require to render the scene.
>
> Sounds like you might be hitting the physical memory limits of your
> computer, and entering the abyss of swap hell. In that case I'd wager
> even a week to be a very optimistic estimate.
>
I was keeping an eye on my physical memory and I don't remember it going
past 4GB (I have 8GB total). My swap file is also on an SSD and I don't
remember much activity (big blinking red light on PC case) there either.
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On 2/14/2015 3:20 AM, Thomas de Groot wrote:
> On 13-2-2015 21:43, Mike Horvath wrote:
>>
>> I'm not sure I understand. Having holes of any kind would still produce
>> blinking I think.
>
> Words... difficult...
> I made a little simplified image to show what I mean.
>
I'm sorry but that picture still doesn't make sense to me.
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