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5 Jul 2024 07:28:41 EDT (-0400)
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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 01:33:55
Message: <54e43253$1@news.povray.org>
On 2/13/2015 8:59 PM, Alain wrote:
>> 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


That's an idea, and a pretty simple one too. Thanks.


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From: Thomas de Groot
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 03:10:44
Message: <54e44904$1@news.povray.org>
On 18-2-2015 7:33, Mike Horvath wrote:
> 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.
The holes do not overlap when rotating the (blue) inner hull. This way 
you can position the holes in non-overlapping circular paths. Of course, 
you loose the view to the outside ;-)

-- 
Thomas


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From: Le Forgeron
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 08:25:08
Message: <54e492b4$1@news.povray.org>
Le 18/02/2015 07:32, Mike Horvath a écrit :
> 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.

As long as OS is 64 bits, no problem.

Note that Windows 32 bits can manage at best 3.5GB of memory, and that 
applications are allowed to have at most 2GB of private memory, IIRC.
(hence probably the comment about linux being better... for 32 bits, but 
it 's only a small improvement, as it is 3GB instead of 2GB)

-- 
Just because nobody complains does not mean all parachutes are perfect.


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From: Ger
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 17:14:32
Message: <54e50ec8@news.povray.org>
Mike Horvath wrote:

> On 2/13/2015 8:59 PM, Alain wrote:
>>> 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
> 
> 
> That's an idea, and a pretty simple one too. Thanks.

Or you could make it as a "Dauerluft" (venting slot) with different 
number of slots.


-- 

Ger


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Attachments:
Download 'spinner001.png' (67 KB)

Preview of image 'spinner001.png'
spinner001.png


 

From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 20 Feb 2015 19:40:23
Message: <54e7d3f7@news.povray.org>
My latest render. I'm satisfied with the inner/outer hull viewport area.

I think now it is time to consider propulsion. A nuclear pulse drive 
like Project Orion could work. I would have to model some shock 
absorbers, and the pressure pad would need to be flat instead of 
parabolic (or not?).

I'm actually not sure what my other options are.


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Attachments:
Download 'gh_scene_spinner_cutaway_20.png' (930 KB)

Preview of image 'gh_scene_spinner_cutaway_20.png'
gh_scene_spinner_cutaway_20.png


 

From: Alain
Subject: Re: Spinner colony (again)
Date: 22 Feb 2015 13:39:23
Message: <54ea225b$1@news.povray.org>
Le 15-02-18 01:17, Mike Horvath a écrit :
> 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.

To reflect light to the agridomes, a set of flat mirors is probably the 
best solution.
You don't realy need to concentrate the light, there is no athmosphere 
filtering it.
It's easier to orient flat mirors as needed depending on your 
orientation relative to the sun or nearest star.


Alain


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 22 Feb 2015 23:20:28
Message: <54eaaa8c$1@news.povray.org>
On 2/22/2015 1:39 PM, Alain wrote:
> Le 15-02-18 01:17, Mike Horvath a écrit :
>> 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.
>
> To reflect light to the agridomes, a set of flat mirors is probably the
> best solution.
> You don't realy need to concentrate the light, there is no athmosphere
> filtering it.
> It's easier to orient flat mirors as needed depending on your
> orientation relative to the sun or nearest star.
>
>
> Alain

I got some very good suggestions in this post:

https://forum.geogebra.org/viewtopic.php?p=139143#p139143

The problems now are that:

1. Should I collect the light from the direction the ship is heading, or 
extending from the rotating ring? The ship will not be facing the sun 
100% of the time.
2. I'm running out of room to place the mirrors.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 23 Feb 2015 20:45:07
Message: <54ebd7a3$1@news.povray.org>
I tried turning on the atmosphere and area light in my latest version of 
the spaceship interior, but after 10 hours the render was at 8% and 
hadn't reached the slow bits yet. I will try again in 10 years. :(


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From: Le Forgeron
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 03:24:39
Message: <54ec3547@news.povray.org>
Le 24/02/2015 02:45, Mike Horvath a écrit :
> I tried turning on the atmosphere and area light in my latest version of
> the spaceship interior, but after 10 hours the render was at 8% and
> hadn't reached the slow bits yet. I will try again in 10 years. :(

What size of area light (in term of row & column) did you try ?
(did you try a preview with only 2x2 area lights, to get an idea of time 
to render ?)
What option (adaptative ? +AM2 or +AM1 ?) are you using to speed up area 
lights ?

-- 
Just because nobody complains does not mean all parachutes are perfect.


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From: Alain
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 17:10:40
Message: <54ecf6e0@news.povray.org>
Le 15-02-22 23:20, Mike Horvath a écrit :
> On 2/22/2015 1:39 PM, Alain wrote:
>> Le 15-02-18 01:17, Mike Horvath a écrit :
>>> 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.
>>
>> To reflect light to the agridomes, a set of flat mirors is probably the
>> best solution.
>> You don't realy need to concentrate the light, there is no athmosphere
>> filtering it.
>> It's easier to orient flat mirors as needed depending on your
>> orientation relative to the sun or nearest star.
>>
>>
>> Alain
>
> I got some very good suggestions in this post:
>
> https://forum.geogebra.org/viewtopic.php?p=139143#p139143
>
> The problems now are that:
>
> 1. Should I collect the light from the direction the ship is heading, or
> extending from the rotating ring? The ship will not be facing the sun
> 100% of the time.
> 2. I'm running out of room to place the mirrors.

Place the mirrors on pivots, with some actuators, mounted on rails that 
run the length of the hull.
That way, you can place the mirrors in the most effecient way.


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