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20 May 2024 12:56:52 EDT (-0400)
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From: Bald Eagle
Subject: Re: Ringworld (continued)
Date: 9 Aug 2018 10:15:01
Message: <web.5b6c4b6a94c08980c437ac910@news.povray.org>
I would like to make the edge of the sun a bit sharper, and also make
the sun smaller

while keeping the haze generally the same.

Any idea on how I can accomplish this?

Draw out the graph of the density you want, and then add those functions
together.  Make use of select() if you have to.

I think there is a way to use splines in functions as well.


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From: Stephen
Subject: Re: Ringworld (continued)
Date: 9 Aug 2018 13:15:27
Message: <5b6c76af$1@news.povray.org>
On 09/08/2018 00:37, Mike Horvath wrote:
> On 8/8/2018 5:35 PM, Stephen wrote:
>> On 08/08/2018 22:02, Mike Horvath wrote:
>>> On 8/8/2018 1:05 PM, Stephen wrote:
>>>> On 08/08/2018 15:08, Mike Horvath wrote:
>>>>> Okay, I uploaded my scene to here:
>>>>>
>>>>>
http://lib.povray.org/searchcollection/index2.php?objectName=Ringworld&version=2.0&contributorTag=SharkD

>>>>>
>>>>>
>>>>> I also attached my latest render to this post. The shadow squares' 
>>>>> widths now match what was apparently stated in the books. The 
>>>>> shadowed regions on the ring look much better now.
>>>>>
>>>>> However, I had to double the height of the shadow squares in order 
>>>>> to block out the sun. See the parameter 
>>>>> `RWorld_Shadow_Square_Width`. I'm not sure why this was necessary, 
>>>>> as the original height was equal to the sun's diameter, and should 
>>>>> have fully blocked its light.
>>>>>
>>>>
>>>> Do the two area_light vectors <Axis_1> and <Axis_2> extend beyond 
>>>> the star's volume?
>>>>
>>>
>>> 1. the axis lengths are equal to the sun's diameter
> 
> Oops! I screwed up here. See my other post. They're fixed now.
> 
> 
> 
>>> 2. the area light is circular and oriented
>>> 3. the sun's diameter should be equal to the shadow squares' height 
>>> according to Niven's website
>>
>> Just a check list.
>> I just noticed that the data I was looking at was from the game. Oops.
>>
> 
> Here's a scan from the game:
> 
> https://img.fireden.net/tg/image/1464/06/1464060167901.jpg
> 
> The shadow squares seem much smaller than they should be.
> 
> 

It looks deliberate to give unequal day night cycles.

I can't remember what the book said.

> 
>>
>>> 4. an array of point lights in the shape of a sphere does not suffer 
>>> from the issues I'm experiencing
>>>
>>
>> How do you do that without them clustering at the poles?
>>
>>
> 
> I don't. They do cluster! I should investigate a "good enough" sphere 
> packing formula.

 From my reading. There is no general solution for placing equidistant 
points on a sphere. :(


I have managed to extract the coords of a Blender Icosphere which is 
made up of equilateral triangles. 42 points, a bit on the high side for 
lights. If it is any use here they are.
BTW Blender used Z up coords.

         <0.000000, 0.000000, -1.000000>,
         <0.723607, -0.525725, -0.447220>,
         <-0.276388, -0.850649, -0.447220>,
         <-0.894426, 0.000000, -0.447216>,
         <-0.276388, 0.850649, -0.447220>,
         <0.723607, 0.525725, -0.447220>,
         <0.276388, -0.850649, 0.447220>,
         <-0.723607, -0.525725, 0.447220>,
         <-0.723607, 0.525725, 0.447220>,
         <0.276388, 0.850649, 0.447220>,
         <0.894426, 0.000000, 0.447216>,
         <0.000000, 0.000000, 1.000000>,
         <-0.162456, -0.499995, -0.850654>,
         <0.425323, -0.309011, -0.850654>,
         <0.262869, -0.809012, -0.525738>,
         <0.850648, 0.000000, -0.525736>,
         <0.425323, 0.309011, -0.850654>,
         <-0.525730, 0.000000, -0.850652>,
         <-0.688189, -0.499997, -0.525736>,
         <-0.162456, 0.499995, -0.850654>,
         <-0.688189, 0.499997, -0.525736>,
         <0.262869, 0.809012, -0.525738>,
         <0.951058, -0.309013, 0.000000>,
         <0.951058, 0.309013, 0.000000>,
         <0.000000, -1.000000, 0.000000>,
         <0.587786, -0.809017, 0.000000>,
         <-0.951058, -0.309013, 0.000000>,
         <-0.587786, -0.809017, 0.000000>,
         <-0.587786, 0.809017, 0.000000>,
         <-0.951058, 0.309013, 0.000000>,
         <0.587786, 0.809017, 0.000000>,
         <0.000000, 1.000000, 0.000000>,
         <0.688189, -0.499997, 0.525736>,
         <-0.262869, -0.809012, 0.525738>,
         <-0.850648, 0.000000, 0.525736>,
         <-0.262869, 0.809012, 0.525738>,
         <0.688189, 0.499997, 0.525736>,
         <0.162456, -0.499995, 0.850654>,
         <0.525730, 0.000000, 0.850652>,
         <-0.425323, -0.309011, 0.850654>,
         <-0.425323, 0.309011, 0.850654>,
         <0.162456, 0.499995, 0.850654>



-- 

Regards
     Stephen


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From: Bill Pragnell
Subject: Re: Ringworld (continued)
Date: 9 Aug 2018 14:30:03
Message: <web.5b6c881294c089801b6c6b3a0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 08/08/2018 20:31, Bill Pragnell wrote:
> > I don't remember any of the details any more,
>
> There is a link on this site. ;)
> http://www.infradead.org/~wmp/proj_rings.html

Ha, that's me told. I'd forgotten that page was still up! I keep meaning to
redesign the site, it looks nice but could do with being a little more
minimalistic methinks...

Bill


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From: Stephen
Subject: Re: Ringworld (continued)
Date: 9 Aug 2018 15:05:18
Message: <5b6c906e$1@news.povray.org>
On 09/08/2018 19:29, Bill Pragnell wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 08/08/2018 20:31, Bill Pragnell wrote:
>>> I don't remember any of the details any more,
>>
>> There is a link on this site. ;)
>> http://www.infradead.org/~wmp/proj_rings.html
> 
> Ha, that's me told. 

That's me. Stevie Subtly McAvoy. ;)

Anything to get you involved again. :)


I'd forgotten that page was still up! I keep meaning to
> redesign the site, it looks nice but could do with being a little more
> minimalistic methinks...
> 

In your own time.


-- 

Regards
     Stephen


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From: Bill Pragnell
Subject: Re: Ringworld (continued)
Date: 9 Aug 2018 16:15:00
Message: <web.5b6c9fa494c089801b6c6b3a0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 09/08/2018 19:29, Bill Pragnell wrote:
> > Ha, that's me told.
>
> That's me. Stevie Subtly McAvoy. ;)
>
> Anything to get you involved again. :)

I'm still around, lurking! Too many small children afoot for sustained povraying
at the moment. I can never resist a Ringworld tho :D

> I'd forgotten that page was still up! I keep meaning to
> > redesign the site, it looks nice but could do with being a little more
> > minimalistic methinks...
>
> In your own time.

I made a start a few years back, but never got around to the main site.
Something like this:
http://www.infradead.org/~wmp/polyhedra/poly_index.html


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From: Mike Horvath
Subject: Re: Ringworld (continued)
Date: 10 Aug 2018 01:36:05
Message: <5b6d2445@news.povray.org>
Latest render. Took roughly a whole day to render. I think I'm done with 
this scene for the time being.


Mike


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Attachments:
Download 'ringworld_regular_save_09.png' (653 KB)

Preview of image 'ringworld_regular_save_09.png'
ringworld_regular_save_09.png


 

From: Thomas de Groot
Subject: Re: Ringworld (continued)
Date: 10 Aug 2018 02:23:47
Message: <5b6d2f73$1@news.povray.org>
On 10-8-2018 7:36, Mike Horvath wrote:
> Latest render. Took roughly a whole day to render. I think I'm done with 
> this scene for the time being.
> 
> 
> Mike

Well, that looks good, doesn't it? Well done.

-- 
Thomas


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From: Stephen
Subject: Re: Ringworld (continued)
Date: 10 Aug 2018 03:09:29
Message: <5b6d3a29$1@news.povray.org>
On 10/08/2018 07:23, Thomas de Groot wrote:
> On 10-8-2018 7:36, Mike Horvath wrote:
>> Latest render. Took roughly a whole day to render. I think I'm done 
>> with this scene for the time being.
>>
>>
>> Mike
> 
> Well, that looks good, doesn't it? Well done.
> 

I would go as far as saying very good. :D

-- 

Regards
     Stephen


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From: Mike Horvath
Subject: Re: Ringworld (continued)
Date: 10 Aug 2018 17:29:32
Message: <5b6e03bc$1@news.povray.org>
On 8/10/2018 3:09 AM, Stephen wrote:
> On 10/08/2018 07:23, Thomas de Groot wrote:
>> On 10-8-2018 7:36, Mike Horvath wrote:
>>> Latest render. Took roughly a whole day to render. I think I'm done 
>>> with this scene for the time being.
>>>
>>>
>>> Mike
>>
>> Well, that looks good, doesn't it? Well done.
>>
> 
> I would go as far as saying very good. :D
> 

THANK YOU!!!


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From: Stephen
Subject: Re: Ringworld (continued)
Date: 16 Aug 2018 06:53:42
Message: <5b7557b6$1@news.povray.org>
On 09/08/2018 21:10, Bill Pragnell wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 09/08/2018 19:29, Bill Pragnell wrote:
>>> Ha, that's me told.
>>
>> That's me. Stevie Subtly McAvoy. ;)
>>
>> Anything to get you involved again. :)
> 
> I'm still around, lurking! Too many small children afoot for sustained povraying
> at the moment. 

o_O
^_^

> I can never resist a Ringworld tho :D
> 

I wish we had made a "Ringworld from the surface" round in TC-RTC. But I 
suppose that it would have been too hard. I certainly found the scales 
very difficult to work with.


>> I'd forgotten that page was still up! I keep meaning to
>>> redesign the site, it looks nice but could do with being a little more
>>> minimalistic methinks...
>>
>> In your own time.
> 
> I made a start a few years back, but never got around to the main site.
> Something like this:
> http://www.infradead.org/~wmp/polyhedra/poly_index.html
> 
> 
> 
Tease! No code. :(
They look good. I like the settings.

-- 

Regards
     Stephen


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