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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 18:54:59
Message: <54ed0f53$1@news.povray.org>
On 2/24/2015 5:11 PM, Alain wrote:
>> 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.
>

What sort of pivots? Wouldn't that cause the mirrors to point away from 
the agridomes? Do you mean tracks of some sort?


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 18:56:57
Message: <54ed0fc9$1@news.povray.org>
On 2/24/2015 3:24 AM, Le_Forgeron wrote:
> 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 ?
>

The area light is a 16x1 grid. Anything less leaves weird shadows.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 23:27:04
Message: <54ed4f18$1@news.povray.org>
On 2/20/2015 7:40 PM, Mike Horvath wrote:
> 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.


The latest source code can be found here:

https://www.mediafire.com/?u11o46byrcjlfn6

The relevant files are:

gh_scene_spinner_interior.pov
gh_scene_spinner_cutaway.pov

There are quite a few dependencies. I'll try and list them all here:

// 1. Chris Colefax for the CITY GENERATOR INCLUDE FILE which I have 
heavily modified.
// 2. Rune's particle system
// 3. GALAXY INCLUDE FILE FOR PERSISTENCE OF VISION
// 4. Meshmerizing Mesh Maker Macros
// 5. http://www.ignorancia.org/en/index.php?page=Lightsys
// 6. Truss Generator include by Theran Cochran
// 7. sphere.inc by Shuhei Kawachi
// 8. grasspatch.inc by Josh English
// 9. SPACE AGE TrueType font
// 10. Joseph Hewitt for most of the mecha models, except for items like 
the hovercraft which I got from TurboSquid, as well as my own Lego models.
// 11. Raumschiff5.inc, Horus.inc by Frank Bruder
// 12. eagle.pov from the Object Collection
// 13. vulture.pov from the Object Collection

My modified City Gen is included in the zip file. Joseph Hewitt's mecha 
models are included in the "models" sub-directory. If you need more help 
just let me know.


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From: clipka
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 16:13:49
Message: <54ef8c8d@news.povray.org>
Am 16.02.2015 um 15:10 schrieb Stephen:

> texture {
>    pigment {
>      color rgbft <0.122,0.122,0.122,0.000,0.000>
>    }
>
>    finish {
...
>      diffuse     0.600
>      metallic    1.000
...
>      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
>      }
>    }

Don't do that; this will make highlights white while making reflections 
coloured, which is a particularly bad idea (unrealistic combination). 
Also, polished metals should only have a very low diffuse (if any), and 
minimum reflection should be 0.0. So instead of the above, use something 
like this:

texture {
    pigment {
       color rgbft <1.00, 0.62, 0.28, 0, 0>
    }
    finish {
...
       diffuse     0 // or some very low value
       metallic    on
...
       reflection {
          0.722
...
          metallic on
       }
    }
}


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From: Alain
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 16:15:55
Message: <54ef8d0b@news.povray.org>
Le 15-02-24 18:55, Mike Horvath a écrit :
> On 2/24/2015 5:11 PM, Alain wrote:
>>> 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.
>>
>
> What sort of pivots? Wouldn't that cause the mirrors to point away from
> the agridomes? Do you mean tracks of some sort?

Some pivots that allow 2 levels of freedom. A cardant joint would work, 
or a ball and socket one.
The actuators are used to orient the mirrors toward the agridomes.
The rails/tracks are used to move the mirrors do that they are not in 
the shadow of something else.


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From: Stephen
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 17:12:57
Message: <54ef9a69$1@news.povray.org>
On 26/02/2015 21:13, clipka wrote:
>
> Don't do that; this will make highlights white while making reflections
> coloured, which is a particularly bad idea (unrealistic combination).

Good advice in general. My example was just to show that you could add a 
coloured tinge to a reflection. It is way to high to be a tinge I admit.


> Also, polished metals should only have a very low diffuse (if any), and
> minimum reflection should be 0.0.

Take heed all. :-)
In my haste I just used the defaults built into Bishop3D. :-(

-- 

Regards
     Stephen


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 17:19:16
Message: <54ef9be4@news.povray.org>
For my latest render I turned on the atmosphere. However, it resulted in 
the super blue colors you can see in the attached image. What is the 
cause and how do I tone it down?

Here's my material:

	#declare atmos_material = material
	{
		// check TexQual here?
		texture {pigment {color rgb 1 transmit 1}}
		interior
		{
			media
			{
				scattering
				{
					4, <0.2,0.4,1.0>/8000	// crappy approximaion of TerraPOV value
					extinction	1
				}
				samples	1,1
				density
				{
					cylindrical
					poly_wave	0.25
					density_map
					{
						[0	srgb 1]
						[1	srgb 0]
					}
					scale	city_radius
				}
			}
		}
		rotate	x * 90
	}


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Attachments:
Download 'gh_scene_spinner_interior_26.png' (870 KB)

Preview of image 'gh_scene_spinner_interior_26.png'
gh_scene_spinner_interior_26.png


 

From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 19:06:50
Message: <54efb51a$1@news.povray.org>
On 2/26/2015 4:16 PM, Alain wrote:
> Some pivots that allow 2 levels of freedom. A cardant joint would work,
> or a ball and socket one.
> The actuators are used to orient the mirrors toward the agridomes.
> The rails/tracks are used to move the mirrors do that they are not in
> the shadow of something else.
>

I think that may take up too much space. The whole assemblage would also 
have to rotate around the ship along with the agridomes.


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From: Thomas de Groot
Subject: Re: Spinner colony (again)
Date: 27 Feb 2015 03:14:14
Message: <54f02756$1@news.povray.org>
On 26-2-2015 23:19, Mike Horvath wrote:
> For my latest render I turned on the atmosphere. However, it resulted in
> the super blue colors you can see in the attached image. What is the
> cause and how do I tone it down?
>

I would strongly tone down the blue component in the scattering. You 
will need to find what suits you best. Start with <0.2, 0.4, 0.5> and go 
up or down.

-- 
Thomas


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From: clipka
Subject: Re: Spinner colony (again)
Date: 27 Feb 2015 19:12:17
Message: <54f107e1$1@news.povray.org>
Am 26.02.2015 um 23:19 schrieb Mike Horvath:
> For my latest render I turned on the atmosphere. However, it resulted in
> the super blue colors you can see in the attached image. What is the
> cause and how do I tone it down?

Why bother simulating an atmosphere at all? At those sizes, it shouldn't 
make any visible difference anyway.


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