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Am 10.01.2016 um 01:51 schrieb Mike Horvath:
> I guess I should clarify that what you see in that last image is not a
> texture, but a physical array of cylinders and tori. Replacing them with
> a proper texture would make the scene render much faster as well.
Ah, I guess we have a misunderstanding there. I thought you wanted the
semi-transparent paraboloid sheet to look more like a fine mesh, but now
my understanding is that it is the visible support structure of that
paraboloid that you want to look more like a mesh.
Well, my guess there is that it doesn't look like wires because they're
not really the size of wires, and also because the "longitudinal" and
"latitudinal" structures simply intersect. Maybe if they just touched
each other, possibly in an alternating "weaving" fashion, and maybe
connected with some "clamps", it might look better.
Also I wouldn't use copper. It's expensive, heavy, and you only need it
if there are high currents involved. Presuming the shield is primarily
based on static voltage, metals with higher resistance should work just
as fine.
Aluminum might make for a great alternative, too.
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On 1/9/2016 8:47 PM, clipka wrote:
> Am 10.01.2016 um 01:51 schrieb Mike Horvath:
>
>> I guess I should clarify that what you see in that last image is not a
>> texture, but a physical array of cylinders and tori. Replacing them with
>> a proper texture would make the scene render much faster as well.
>
> Ah, I guess we have a misunderstanding there. I thought you wanted the
> semi-transparent paraboloid sheet to look more like a fine mesh, but now
> my understanding is that it is the visible support structure of that
> paraboloid that you want to look more like a mesh.
>
> Well, my guess there is that it doesn't look like wires because they're
> not really the size of wires, and also because the "longitudinal" and
> "latitudinal" structures simply intersect. Maybe if they just touched
> each other, possibly in an alternating "weaving" fashion, and maybe
> connected with some "clamps", it might look better.
>
>
> Also I wouldn't use copper. It's expensive, heavy, and you only need it
> if there are high currents involved. Presuming the shield is primarily
> based on static voltage, metals with higher resistance should work just
> as fine.
>
> Aluminum might make for a great alternative, too.
>
No, you were right. I want to make the paraboloid sheet to look like a
mesh. The solid ribs take too long to render.
I will also switch the material to look the same as the engine nozzle.
Mike
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On 1/9/2016 8:47 PM, clipka wrote:
> Am 10.01.2016 um 01:51 schrieb Mike Horvath:
>
>> I guess I should clarify that what you see in that last image is not a
>> texture, but a physical array of cylinders and tori. Replacing them with
>> a proper texture would make the scene render much faster as well.
>
> Ah, I guess we have a misunderstanding there. I thought you wanted the
> semi-transparent paraboloid sheet to look more like a fine mesh, but now
> my understanding is that it is the visible support structure of that
> paraboloid that you want to look more like a mesh.
>
> Well, my guess there is that it doesn't look like wires because they're
> not really the size of wires, and also because the "longitudinal" and
> "latitudinal" structures simply intersect. Maybe if they just touched
> each other, possibly in an alternating "weaving" fashion, and maybe
> connected with some "clamps", it might look better.
>
>
> Also I wouldn't use copper. It's expensive, heavy, and you only need it
> if there are high currents involved. Presuming the shield is primarily
> based on static voltage, metals with higher resistance should work just
> as fine.
>
> Aluminum might make for a great alternative, too.
>
Here's the code I use for the paraboloid, by the way. Whatever i end up
doing, it has to match up with that.
#local glass_cone = difference
{
object
{
Paraboloid_Z
scale nose_cone_radius
translate -z * ext_glass_thick/2
}
object
{
Paraboloid_Z
scale nose_cone_radius
translate +z * ext_glass_thick/2
}
}
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On 1/5/2016 11:31 PM, Mike Horvath wrote:
> I decided to dust off this old scene and work on a few more bits.
>
> I finalized how the docking bay and engine are going to be laid out, and
> I am happy with them.
>
> I also split the habitation area into two counter-rotating sections. I'm
> thinking of making the end caps concave, like the bottom of a soda can.
>
> A note about the cone in front. It's supposed to be a mesh of copper or
> gold wires that are electrically charged to keep dust from coming in
> contact with the ship. Kind of the opposite of a solar sail. I need to
> work on the wires a bit more to make them apparent.
>
> Enjoy!
>
>
> Mike
I changed the texture of the nose cone. I'm pretty happy with it. I
think I got all the things done on my checklist. I will put the project
back on the shelf until some later time when I come up with new ideas.
For now I am done.
Mike
Post a reply to this message
Attachments:
Download 'gh_scene_spinner_cutaway_28_small.png' (1035 KB)
Preview of image 'gh_scene_spinner_cutaway_28_small.png'
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On 1/11/2016 5:49 PM, Mike Horvath wrote:
> I changed the texture of the nose cone. I'm pretty happy with it. I
> think I got all the things done on my checklist. I will put the project
> back on the shelf until some later time when I come up with new ideas.
> For now I am done.
>
>
> Mike
I created a youtube video showing how the model has changed over time.
https://www.youtube.com/watch?v=ajeZkwBuzIU
Enjoy!
Mike
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In article <569448f4$1@news.povray.org>, mik### [at] gmailcom says...
>
> I created a youtube video showing how the model has changed over time.
>
> https://www.youtube.com/watch?v=ajeZkwBuzIU
>
> Enjoy!
Very cool. I like the first generation where the solar panels circle
the ship, at 0:53.
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On 1/9/2016 10:51 PM, Mike Horvath wrote:
> No, you were right. I want to make the paraboloid sheet to look like a
> mesh. The solid ribs take too long to render.
>
> I will also switch the material to look the same as the engine nozzle.
>
>
> Mike
I tried creating a texture, and while it does look good, it is actually
slower to render than creating the 3D cylindrical ribs.
Mike
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On 1/11/2016 5:49 PM, Mike Horvath wrote:
> On 1/5/2016 11:31 PM, Mike Horvath wrote:
>> I decided to dust off this old scene and work on a few more bits.
>>
>> I finalized how the docking bay and engine are going to be laid out, and
>> I am happy with them.
>>
>> I also split the habitation area into two counter-rotating sections. I'm
>> thinking of making the end caps concave, like the bottom of a soda can.
>>
>> A note about the cone in front. It's supposed to be a mesh of copper or
>> gold wires that are electrically charged to keep dust from coming in
>> contact with the ship. Kind of the opposite of a solar sail. I need to
>> work on the wires a bit more to make them apparent.
>>
>> Enjoy!
>>
>>
>> Mike
>
> I changed the texture of the nose cone. I'm pretty happy with it. I
> think I got all the things done on my checklist. I will put the project
> back on the shelf until some later time when I come up with new ideas.
> For now I am done.
>
>
> Mike
Do the fuel tanks in back of the space craft appear too small? I was
aiming for nuclear propulsion, but might switch to something else.
Mike
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Just got done rendering the attached image. It took 15 hours, and I
haven't even enabled finishes or interiors yet. :(
Mike
Post a reply to this message
Attachments:
Download 'gh_scene_spinner_cutaway_e_method_c_14.45.17.png' (1088 KB)
Preview of image 'gh_scene_spinner_cutaway_e_method_c_14.45.17.png'
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Le 16-01-16 14:06, Mike Horvath a écrit :
> Just got done rendering the attached image. It took 15 hours, and I
> haven't even enabled finishes or interiors yet. :(
>
>
> Mike
I have a rendering that racked about 800 times as much and is currently
just over 50% done...
Ok, it have multiple imbedded spheres and use blured reflection,
refraction, dispersion, photons, irid,...
I get a *LOT* of total internal reflections in those spheres.
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