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5 Jul 2024 15:25:35 EDT (-0400)
  The Colony Ship (Message 41 to 50 of 73)  
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From: clipka
Subject: Re: The Colony Ship
Date: 12 Feb 2016 14:58:47
Message: <56be3977$1@news.povray.org>
Am 12.02.2016 um 20:13 schrieb Mike Horvath:
> On 2/12/2016 8:12 AM, clipka wrote:
>> Am 12.02.2016 um 09:59 schrieb Mike Horvath:
>>> On 2/11/2016 4:28 PM, Sven Littkowski wrote:
>>>> 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...
>>>>
>>>
>>> IIRC POV-ray has a limit of 128 light sources.
>>
>> IIRC you're wrong ;)
>>
> 
> Is this wiki page wrong?
> 
> http://wiki.povray.org/content/Reference:Light_Source

Yes (though I was, too):

- Yes, there is a hard limit to the number of light sources (which I
wasn't aware of).

- No, the limit is no longer 127(!) light sources as mentioned in the
wiki, but 1024.

Also, it may be interesting to note that the limit is only relevant if
you're using photons or media.


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 12 Feb 2016 15:07:49
Message: <56be3b95$1@news.povray.org>
Couldn't it be possible to implement then a stochastic mode to POV-Ray,
so it can do the same things? But I admit, I am not sure what stochastic
means, will try to find out when I have a bit time. I just want to see
our great POV-Ray pushed to its limits (as some of its programmers)... :-D


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 12 Feb 2016 15:09:52
Message: <56be3c10$1@news.povray.org>
Hmmm, will have to rethink my own position about that then. For my part,
I always dislike all that quoting. I thought I did a favor to you all
when I always deleted it. But okay, I can easily keep the quotations, no
problem. :-)


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From: Stephen
Subject: Re: The Colony Ship
Date: 12 Feb 2016 16:01:11
Message: <56be4817$1@news.povray.org>
On 2/12/2016 6:39 PM, clipka wrote:
> Am 12.02.2016 um 19:26 schrieb Stephen:
>> Incidently you really should quote, in your replies, who and what you
>> are replying to. IMO
>
> I agree with Stephen;

OMG! I will have to write this date in my diary. ;-)


-- 

Regards
     Stephen


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From: clipka
Subject: Re: The Colony Ship
Date: 12 Feb 2016 16:11:26
Message: <56be4a7e$1@news.povray.org>
Am 12.02.2016 um 21:07 schrieb Sven Littkowski:
> Couldn't it be possible to implement then a stochastic mode to POV-Ray,
> so it can do the same things? But I admit, I am not sure what stochastic
> means, will try to find out when I have a bit time. I just want to see
> our great POV-Ray pushed to its limits (as some of its programmers)... :-D

Stochastic means using a lot of randomness, resulting in grainy noise
instead of other (sometimes less obvious) types of artifacts. Goes
pretty much against POV-Ray's philosophy of trying to get reproducible
non-grainy results, but is the weapon of choice in UberPOV (and as a
matter of fact one of the primary reasons I started the UberPOV project
in the first place).


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 12 Feb 2016 16:36:38
Message: <56be5066$1@news.povray.org>
Knowing about UberPov and some other versions, I really think, it would
be nicer not to split the POV-family into more and more children, but to
enable POV-Ray Original to have such modes and capabilities, too.

Imagine, you create a scene that uses the latest features of POV-Ray
3.7, but for one effect you need to use UberPov or another member of the
POV-Ray family, and can't because they are not fully compatible with
their understanding of the scene code because they don't support the
same features.

I personally don't care, if a scene of mine looks on each computer the
same, as long as it is approximately the same. If possible, I would like
such a stochastic mode on demand.

But this is a thread about my colony ship, so I don't want to torture
you with my personal POV-Ray wishes. :-)


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From: Larry Hudson
Subject: Re: The Colony Ship
Date: 12 Feb 2016 23:14:53
Message: <56beadbd$1@news.povray.org>
On 02/12/2016 12:09 PM, Sven Littkowski wrote:
> Hmmm, will have to rethink my own position about that then. For my part,
> I always dislike all that quoting. I thought I did a favor to you all
> when I always deleted it. But okay, I can easily keep the quotations, no
> problem. :-)
>

It is **NOT** a favor!!  Your missing context is EXTREMELY annoying!  Especially due
to the 
frequency of your posts.

      -=- Larry -=-

PS.  Short quotes only.  Just enough to show the context.

The full copy of the previous post that many (lazy) people use is unnecessary and also
irritating.

(Except, as here, when the full text is short.)   :-)


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From: dick balaska
Subject: Re: The Colony Ship
Date: 13 Feb 2016 00:40:57
Message: <56bec1e9$1@news.povray.org>
On 2/12/2016 11:14 PM, Larry Hudson wrote:

>
> PS.  Short quotes only.  Just enough to show the context.

Yes, I was going to add this. Don't quote the whole article. You are 
usually replying to a specific thought.  If it's multiple thoughts, 
embed your replies inline with the corresponding thought.

And top-posting is for weenies -- Put your reply at the bottom.


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From: Cousin Ricky
Subject: Re: The Colony Ship
Date: 13 Feb 2016 02:05:01
Message: <web.56bed558ce532354ac6323910@news.povray.org>
Sven Littkowski <jam### [at] yahoocom> wrote:
> Hmmm, will have to rethink my own position about that then. For my part,
> I always dislike all that quoting. I thought I did a favor to you all
> when I always deleted it. But okay, I can easily keep the quotations, no
> problem. :-)

You weren't doing us any favors.

Deleting parts of quotes that are not relevant to your response is good
netiquette, but eliminating all the quotes in their entirety leaves the reader
with no context.  When you post without quoting, frankly, I have no idea what
you're talking about.  In a newsreader, we are forced to look up and down the
thread to see what you are referring to.  In the Web interface, it is virtually
impossible.


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From: Sven Littkowski
Subject: Re: The Colony Ship
Date: 14 Feb 2016 09:26:23
Message: <56c08e8f@news.povray.org>
Kenneth,

See here the image. The twisted real heightfield remains gray as the
original image is, and also does not show any heights. It is just like
an ordinary image texture wrapped along a cylinder.

I also include a down-sized version of the heightfield image (the
original is 10,000x10,000, this one is only 1,000x1,000)

Here's the code:

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

#declare Fn_1 = function
{
 pigment
 {
  image_map { jpeg "Colony Ship I - Heightfield Landscape.jpg" once
interpolate 2 }
// this image needs to be pi-units wide by 1.0 tall, NOT square.

// You can use these two modifiers to 'reverse' the imagery, to see it
// correctly on the INSIDE. HOWEVER, this does not reverse the *depth* of
// the heightfield. The only way to do that (that I know of) is to invert
// the image_map's colors (in Photoshop, for example.)
                //scale <-1,1,1>
                //translate <1,0,0>
 }
}

#declare TheLandscape = object
{
 HF_Cylinder(function { Fn_1(x,y*1.7,z).gray }, // *Needs* the function
'wrapper' Fn_1
                                             1, // UseUVheight:  0 or 1
// ON-- IMPORTANT
                                             0, // UseUVtexture: 0 or 1
                             <int(100*pi),100>, // Resolution.
                                             1, // Smooth: 0 or 1
                                            "", // FileName, ""=no file,
                                       <0,0,0>, // EndA,
                                     <0,1.7,0>, // EndB-- if this
y-value is different from 1.0,
                                                // change the function's
y-value above to compensate.
                                           0.5, // Radius. Keep this at
.5 for 1:1 reproduction of
                                                // the image_map around
the circumference.
                                            0.1 // Depth
  ) //-------------------------
 scale < 0.58, 0.67, 0.58 >
 rotate < 90.0, 0.0, 0.0 >
 scale < 1500.0, 1500.0, 2500.0 >
}

#declare MyLandscape = union
{
 object { TheLandscape scale < 1.0, 1.0,  1.0 > translate < 0.0, 0.0,
0000.0 > }
 object { TheLandscape scale < 1.0, 1.0, -1.0 > translate < 0.0, 0.0,
5000.0 > }
 pigment { rgb < 0.05, 0.25, 0.0 > }
 finish { emission 0.0 }
}

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

On 14.02.2016 04:15, Kenneth wrote inside the BUGREPORTS section:
> That's odd. I DO see the green color, using just your code example.
Did you
> combine the 'MyLandscape' object with some other CSG and then apply
another
> different 'gray' texture?
>
> Yes, post an image there (at the IMAGES section).


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Attachments:
Download 'sl - colony ship i.png' (29 KB) Download 'colony ship i - heightfield landscape 1000px.jpg' (118 KB)

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

Preview of image 'colony ship i - heightfield landscape 1000px.jpg'
colony ship i - heightfield landscape 1000px.jpg


 

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