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6 Oct 2024 06:19:50 EDT (-0400)
  The Colony Ship (Message 4 to 13 of 73)  
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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 7 Feb 2016 11:08:39
Message: <56b76c07$1@news.povray.org>
Yes, go ahead then, I want to see your colony ship, too. Make an own
thread about it. So we soon have here an entire fleet of colony ships in
this forum. :-D


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From: Stephen
Subject: Re: The Colony Ship
Date: 7 Feb 2016 13:31:23
Message: <56b78d7b$1@news.povray.org>
On 2/7/2016 4:08 PM, Sven Littkowski wrote:
> Yes, go ahead then, I want to see your colony ship, too. Make an own
> thread about it. So we soon have here an entire fleet of colony ships in
> this forum. :-D
>

As I said, there are one or two problems. Once they are sorted out. I 
will be able to start rendering from the moment I thought of the idea. :-)

Causality, don't ya know.

-- 

Regards
     Stephen


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From: clipka
Subject: Re: The Colony Ship
Date: 7 Feb 2016 15:35:44
Message: <56b7aaa0$1@news.povray.org>
Am 07.02.2016 um 16:37 schrieb Sven Littkowski:

> We have established a large cylinder, and work right now on the
> illumination of the inside habitat. In opposition to another colony ship
> (chief designer: Mr. Mike Horvath), our colony ship has a long
> construction along its middle axis, which features an artificial fusion
> sun system, that rotates just slightly slower than the cylinder habitat,
> thus achieving a real day and night phase for the colonists.

In effect, it'll probably be more like a bright sunny day vs. an
overcast day, due to light being reflected from the day side to the
"night" side. The "night" side may also receive tinted light, depending
on the overall colour of structures on the day side.


> The central construction, in which there is no gravity, contains the
> lights and beside rapid transport tubes, also our oxygen production
> (using a light-emitting porous tissue through which air is moving, with
> genetically modified cyano bacterias on the surface of that porous tissue.

You may want to rethink placing any living organisms near the central
light source. It might get pretty hot, and certainly blindingly bright.


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From: Mike Horvath
Subject: Re: The Colony Ship
Date: 7 Feb 2016 18:04:31
Message: <56b7cd7f$1@news.povray.org>
On 2/7/2016 3:34 PM, clipka wrote:
> Am 07.02.2016 um 16:37 schrieb Sven Littkowski:
>
>> We have established a large cylinder, and work right now on the
>> illumination of the inside habitat. In opposition to another colony ship
>> (chief designer: Mr. Mike Horvath), our colony ship has a long
>> construction along its middle axis, which features an artificial fusion
>> sun system, that rotates just slightly slower than the cylinder habitat,
>> thus achieving a real day and night phase for the colonists.
>
> In effect, it'll probably be more like a bright sunny day vs. an
> overcast day, due to light being reflected from the day side to the
> "night" side. The "night" side may also receive tinted light, depending
> on the overall colour of structures on the day side.
>
>
>> The central construction, in which there is no gravity, contains the
>> lights and beside rapid transport tubes, also our oxygen production
>> (using a light-emitting porous tissue through which air is moving, with
>> genetically modified cyano bacterias on the surface of that porous tissue.
>
> You may want to rethink placing any living organisms near the central
> light source. It might get pretty hot, and certainly blindingly bright.
>

I was thinking of placing a hang glider near the lamp in my scene, but I 
couldn't find a POV equivalent, and don't want to install the additional 
tools needed to import a model file in another format.

Mike


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From: Mike Horvath
Subject: Re: The Colony Ship
Date: 7 Feb 2016 18:16:31
Message: <56b7d04f$1@news.povray.org>
I am also having trouble finding materials on "spinning" space stations 
that are not shaped like a wheel. I think someone here already said that 
a long cylinder is not very stable and will tend to wobble compared to a 
wheel.


Mike


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From: Stephen
Subject: Re: The Colony Ship
Date: 7 Feb 2016 18:44:41
Message: <56b7d6e9$1@news.povray.org>
On 2/7/2016 11:16 PM, Mike Horvath wrote:
> I am also having trouble finding materials on "spinning" space stations
> that are not shaped like a wheel. I think someone here already said that
> a long cylinder is not very stable and will tend to wobble compared to a
> wheel.
>
>
Space wheels are so 2001. [Cue the Blue Danube. :-) ]


-- 

Regards
     Stephen


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 8 Feb 2016 01:29:26
Message: <56b835c6$1@news.povray.org>
Yes, I d. I really do. :-)


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 8 Feb 2016 01:33:04
Message: <56b836a0$1@news.povray.org>
That "backbone" (construction along the middle axis) is actually having
a diameter of 500 meters, and the oxygen chambers are integrated into
the inside and walls, where the immense light (mounted on the outside of
the backbone) is reaching just in parts, indirectly, forwarded only
through the light-transporting ability of that artificial tissue. I
might have to make,maybe, a sketch, to give a better idea about the layout.


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 8 Feb 2016 01:41:12
Message: <56b83888$1@news.povray.org>
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 personally believe, as our knowledge and skills expand steadily
through the decades and centuries (and millennia), we will have very
exotic and very stable materials in the future. Already today, we are
able to process and also to manipulate materials on the nano level, even
molecular.

For some of the space vessels of my Space Ark, to give an example, I
imagined an out material of industrially grown (or even 3D-printed)
diamond, with integrated circuits and sensors and all such, all grown on
a molecular level.

Same here: for such a hypothetical vast construction like this habitat
cylinder, the children of our children would use materials that overcome
the weaknesses of today's materials.

But beside: I am also stating clearly, that I believe, such habitat
cylinders will never be build. Before that happens, our progenies will
found ways to simulate gravity through something in the ship floors. The
attributes of matter are responsible for gravity. They will find ways,
as we always have found. I think, I even would take some bet on that.

I just render my own cylindrical habitat, because Mike Horvath's habitat
inspired me, I admit. :-)


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 8 Feb 2016 01:45:50
Message: <56b8399e@news.povray.org>
My architects continued on our artificial light. See here the day
colors, the night, and the light colors in between. I made sure, the
evenings are full of beautiful colors.

But what about the morning light? At the moment, it is identical to our
sunset light. But in real life, ti 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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Attachments:
Download 'sl - colony ship i.png' (42 KB) Download 'povcolors.exe.dat' (418 KB)

Preview of image 'sl - colony ship i.png'
sl - colony ship i.png

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