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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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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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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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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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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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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'
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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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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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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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