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6 Oct 2024 04:23:57 EDT (-0400)
  The Colony Ship (Message 14 to 23 of 73)  
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From: Mike Horvath
Subject: Re: The Colony Ship
Date: 8 Feb 2016 01:48:03
Message: <56b83a23$1@news.povray.org>
On 2/8/2016 1:40 AM, Sven Littkowski wrote:
> When we speak or even think about such things, we must not do this by
> imaging the materials we are using today. I agree, the bigger an object,
> the more fragile it is.

I didn't mean so much the substances used in the construction of the 
habitat. Rather, that it's hard to keep a long cylinder from wobbling 
out of control.


Mike


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 8 Feb 2016 03:52:23
Message: <56b85747$1@news.povray.org>
Yes, point taken. :-)


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 8 Feb 2016 03:53:39
Message: <56b85793@news.povray.org>
My landscapers seeded the habitat.

But for now, only pigments used, not yet any real texture.


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 8 Feb 2016 04:00:05
Message: <56b85915@news.povray.org>
Another view, taken from a location closer to the ground. I still have
to adjust the colors.

But I am wondering, if I should have a landscape with lakes in between
as it is now, or if I should have on the one end an "ocean" and from the
middle to the other end a landscape of hills, slowly raising towards the
end, where the ring-shaped town could be.

What do you think, would be most logical?


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 8 Feb 2016 09:27:53
Message: <56b8a5e9@news.povray.org>
New view, close to the gently hilled ground, now with highest quality
and radiosity.

Still, I am thinking about a re-design of the landscape: on the one
cylinder's end a ring ocean, then gently rising hills, and on the other
cylinder's end a ring town. What do you think?


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From: clipka
Subject: Re: The Colony Ship
Date: 8 Feb 2016 15:31:09
Message: <56b8fb0d$1@news.povray.org>
Am 08.02.2016 um 09:53 schrieb Sven Littkowski:
> My landscapers seeded the habitat.
> 
> But for now, only pigments used, not yet any real texture.

You should render the scene with radiosity, just to get an idea of how
much the sunny side will illuminate the dark side.


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From: Mike Horvath
Subject: Re: The Colony Ship
Date: 8 Feb 2016 16:28:31
Message: <56b9087f$1@news.povray.org>
On 2/8/2016 9:27 AM, Sven Littkowski wrote:
> New view, close to the gently hilled ground, now with highest quality
> and radiosity.
>
> Still, I am thinking about a re-design of the landscape: on the one
> cylinder's end a ring ocean, then gently rising hills, and on the other
> cylinder's end a ring town. What do you think?
>

I've tried generating terrain textures in the past with unsatisfactory 
results.


Mike


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 9 Feb 2016 16:12:23
Message: <56ba5637@news.povray.org>
PLEASE PARTICIPATE

You see here the colors for the sunset part of the light. But what about
the morning light? At the moment, it is identical to our
sunset light. But in real life, it is not.

If you like, propose your own colors for the morning light. For that
purpose, I have attached my self-developed POV-Ray color mixer. And
below, see the existing Sunset code.

------------------

#declare LightSectionHalf = union
{
 light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*25 spotlight point_at < 000.0, -1500.0,
0.0 > radius 10 tightness 10 falloff 20 rotate < 0.0, 0.0,  2.5 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*25 spotlight point_at < 050.0, -1350.0,
0.0 > radius 10 tightness 10 falloff 20 rotate < 0.0, 0.0,  2.5 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*25 spotlight point_at < 100.0, -0950.0,
0.0 > radius 10 tightness 10 falloff 20 rotate < 0.0, 0.0,  2.5 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*25 spotlight point_at < 150.0, -0700.0,
0.0 > radius 10 tightness 10 falloff 20 rotate < 0.0, 0.0,  2.5 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.98824,
0.88235 > * MyLightMultiplicator*18 spotlight point_at < 175.0, -0600.0,
0.0 > radius MyRadius tightness MyTightness falloff MyFalloff rotate <
0.0, 0.0,  5.0 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.88627,
0.50196 > * MyLightMultiplicator*15 spotlight point_at < 200.0, -0550.0,
0.0 > radius MyRadius tightness MyTightness falloff MyFalloff rotate <
0.0, 0.0,  7.5 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 1.00000, 0.69412,
0.28235 > * MyLightMultiplicator*12 spotlight point_at < 225.0, -0500.0,
0.0 > radius MyRadius tightness MyTightness falloff MyFalloff rotate <
0.0, 0.0, 10.0 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 0.99608, 0.35686,
0.08627 > * MyLightMultiplicator*09 spotlight point_at < 250.0, -0450.0,
0.0 > radius MyRadius tightness MyTightness falloff MyFalloff rotate <
0.0, 0.0, 12.5 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 0.76863, 0.27059,
0.05882 > * MyLightMultiplicator*06 spotlight point_at < 275.0, -0400.0,
0.0 > radius MyRadius tightness MyTightness falloff MyFalloff rotate <
0.0, 0.0, 15.0 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 0.54902, 0.10980,
0.10980 > * MyLightMultiplicator*04 spotlight point_at < 300.0, -0350.0,
0.0 > radius MyRadius tightness MyTightness falloff MyFalloff rotate <
0.0, 0.0, 17.5 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 0.43922, 0.09412,
0.16078 > * MyLightMultiplicator*02 spotlight point_at < 325.0, -0300.0,
0.0 > radius MyRadius tightness MyTightness falloff MyFalloff rotate <
0.0, 0.0, 20.0 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 0.31373, 0.07843,
0.14902 > * MyLightMultiplicator*00 spotlight point_at < 350.0, -0250.0,
0.0 > radius MyRadius tightness MyTightness falloff MyFalloff rotate <
0.0, 0.0, 22.5 > }
 light_source { < 0.0, LightDistance, 0.0 > rgb < 0.15294, 0.04706,
0.10588 > * MyLightMultiplicator*00 spotlight point_at < 375.0, -0200.0,
0.0 > radius MyRadius tightness MyTightness falloff MyFalloff rotate <
0.0, 0.0, 25.0 > }
}


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sl - colony ship ib.png


 

From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 9 Feb 2016 16:15:18
Message: <56ba56e6@news.povray.org>
Here is the small Windows program I developed. It is a color picker for
POV-Ray. It is free, and please use it (if you like) for the sunrise
colors. Thanks for helping me.


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 11 Feb 2016 16:28:48
Message: <56bcfd10@news.povray.org>
At the moment, I am using around 2,000 light sources for my ship inside.
This is, to simulate a long stripe of light (5 km long) and with a white
inside and sunset colors to the side.

But I am considering to make the central cylinder along the middle axis
much thicker, and to put an .hdr image around it, emitting light. This
might MAYBE save me a lot of computing time.

Right now, I have to try to find out, how to create such an .hdr file.
The wise Internet will tell me...


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