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14 May 2024 20:54:14 EDT (-0400)
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From: alphaQuad
Subject: Re: Static Warp Shields
Date: 16 Jun 2008 10:30:01
Message: <web.485677cde7b65d90fd6789420@news.povray.org>
drive-in space theater

Models:

http://st102.startlogic.com/~blenderw/cms/index.php?option=com_remository&Itemid=26&func=select&id=3


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From: Roman Reiner
Subject: Re: Static Warp Shields
Date: 16 Jun 2008 14:15:00
Message: <web.4856ad02e7b65d9072c2cb80@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> Can anyone show how to get distance to an egg shape given a vector of any
> direction?
> (center to shield impact point)

"distance to egg shape" and "center to shield impact point" isn't quite the same
thing. i guess you want to get the point where a beam hits the shield, right?
for that i'd rather use trace() than struggling with the math.

Regards Roman


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From: alphaQuad
Subject: Re: Static Warp Shields
Date: 17 Jun 2008 01:15:01
Message: <web.485747fce7b65d90d361a0c10@news.povray.org>
"Roman Reiner" <lim### [at] gmxde> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> > Can anyone show how to get distance to an egg shape given a vector of any
> > direction?
> > (center to shield impact point)
>
> "distance to egg shape" and "center to shield impact point" isn't quite the same
> thing. i guess you want to get the point where a beam hits the shield, right?
> for that i'd rather use trace() than struggling with the math.
>
> Regards Roman

thanks for the tip

aQ


Heres about half the models I found. There are no thumbs so this might help.
http://st102.startlogic.com/~blenderw/cms/index.php?option=com_remository&Itemid=26&func=select&id=3

DeepSpaceNine
Warbird DeltaFlyer


Voyager 1701_E 1701_C 1701_B 1701_A
Warbird
BirdOfPrey Grissom Vorcha Hideki DominionBattleship

DeltaFlyer
  Reliant Goddard Maquis JemHadar AkiraClass
end model display


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From: alphaQuad
Subject: Re: Static Warp Shields
Date: 17 Jun 2008 12:15:00
Message: <web.4857e208e7b65d9083467760@news.povray.org>
"Roman Reiner" <lim### [at] gmxde> wrote:

> for that i'd rather use trace() than struggling with the math.
>


Yah, me too. I expected something like this existed and was the ticket.
I often wonder if I am doing something unecessary because I am unaware of the
alternate.

2 statements did it. THANK YOU! Just needed the guidance.


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From: alphaQuad
Subject: Re: Static Warp Shields
Date: 17 Jun 2008 13:20:01
Message: <web.4857f11de7b65d9083467760@news.povray.org>
works on models also, this one at least. cool


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From: Cousin Ricky
Subject: Re: Static Warp Shields
Date: 18 Jun 2008 09:35:00
Message: <web.48590e83e7b65d9085de7b680@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> works on models also, this one at least. cool

Do disruptor beams cast shadows?


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From: Alain
Subject: Re: Static Warp Shields
Date: 18 Jun 2008 11:49:53
Message: <48592ea1$1@news.povray.org>
Cousin Ricky nous illumina en ce 2008-06-18 09:32 -->
> "alphaQuad" <alp### [at] earthlinknet> wrote:
>> works on models also, this one at least. cool
> 
> Do disruptor beams cast shadows?
> 
They should cast light, not shadows. Use a transparent container filled with 
emissive media, no absorbtion, and turn on radiosity with media on.

-- 
Alain
-------------------------------------------------
Rebellion against tyrants is obedience to God.
Benjamin Franklin


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From: alphaQuad
Subject: Re: Static Warp Shields
Date: 18 Jun 2008 13:10:00
Message: <web.48594017e7b65d90ac387bfe0@news.povray.org>
Alain <ele### [at] netscapenet> wrote:
> Cousin Ricky nous illumina en ce 2008-06-18 09:32 -->
> > "alphaQuad" <alp### [at] earthlinknet> wrote:
> >> works on models also, this one at least. cool
> >
> > Do disruptor beams cast shadows?
> >
> They should cast light, not shadows. Use a transparent container filled with
> emissive media, no absorbtion, and turn on radiosity with media on.

Did all that.

>


I've tried this before, and noticed that my example only works with spheres.
Any genius out there who can fill a cylinder?

Could use a good LASER macro here, I'll start:
This is NOT visible:

// ************************* WarBird *******************************
#macro laser(A,B,rad,C)
   #local p_id = 0.1;
   #local glow_state = 0.001;  // fader
   #local glow_colorturb = <0.3,0.3,0.3>; //magnitude Randomness to color

   #local ColorJitter =
(<Hash2(p_id,1),Hash2(p_id,2),Hash2(p_id,3)>-<0.5,0.5,0.5>)*glow_colorturb;

   #local Color =
      (
         C
         *(1+ColorJitter) // Randomness to color
         *(1.001-glow_state)    // fader
      );

   #local ColorM = max(Color.x,max(Color.y,Color.z));   // highest RGB
   #local Color = Color/2;

    cylinder { A,B,rad hollow no_shadow
      pigment {rgbf 1}
      finish {ambient 1 diffuse 0}
      interior {
         media {
            emission Color            // color
            intervals 10              // default 10
            ratio 0.9
            samples 4,8       // default 1,1
            variance 1.0/128
            confidence 0.9
            method 2                  //1,2,3adaptive
            density {
               spherical
               density_map {
                  [0.0, rgb 0       ]
                  [0.6, rgb Color   ]
                  [1.0, rgb 2*ColorM]
               }
            }
         }
      }
    }

#end


/////////////////////hash.inc\\\\\\\\\\\\\\\\\\

#macro Hash1(t1)
   #local p1=sin(t1);
   #local pf=cos(1e7*(p1));
   abs(1e4*pf-int(1e4*pf))
#end

#macro Hash2(t1,t2)
   #local p1=sin(t1);
   #local p2=cos(t2*2.2361);
   #local pf=cos(1e7*(p1+p2));
   abs(1e4*pf-int(1e4*pf))
#end

#macro Hash3(t1,t2,t3)
   #local p1=sin(t1);
   #local p2=cos(t2*2.2361);
   #local p3=sin(t3*1.8708+1);
   #local pf=cos(1e7*(p1+p2+p3));
   abs(1e4*pf-int(1e4*pf))
#end


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From: alphaQuad
Subject: Re: Static Warp Shields
Date: 18 Jun 2008 13:15:00
Message: <web.485941dde7b65d90ac387bfe0@news.povray.org>
I dont mean to be rude so,
credit for much of that was: Rune's Particle System


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From: Alain
Subject: Re: Static Warp Shields
Date: 18 Jun 2008 13:33:23
Message: <485946e3$1@news.povray.org>
alphaQuad nous illumina en ce 2008-06-18 13:04 -->
> Alain <ele### [at] netscapenet> wrote:
>> Cousin Ricky nous illumina en ce 2008-06-18 09:32 -->
>>> "alphaQuad" <alp### [at] earthlinknet> wrote:
>>>> works on models also, this one at least. cool
>>> Do disruptor beams cast shadows?
>>>
>> They should cast light, not shadows. Use a transparent container filled with
>> emissive media, no absorbtion, and turn on radiosity with media on.
> 
> Did all that.
> 
> 
> 
> I've tried this before, and noticed that my example only works with spheres.
> Any genius out there who can fill a cylinder?
> 
> Could use a good LASER macro here, I'll start:
> This is NOT visible:
> 
> // ************************* WarBird *******************************
> #macro laser(A,B,rad,C)
>    #local p_id = 0.1;
>    #local glow_state = 0.001;  // fader
>    #local glow_colorturb = <0.3,0.3,0.3>; //magnitude Randomness to color
> 
>    #local ColorJitter =
> (<Hash2(p_id,1),Hash2(p_id,2),Hash2(p_id,3)>-<0.5,0.5,0.5>)*glow_colorturb;
> 
>    #local Color =
>       (
>          C
>          *(1+ColorJitter) // Randomness to color
>          *(1.001-glow_state)    // fader
>       );
> 
>    #local ColorM = max(Color.x,max(Color.y,Color.z));   // highest RGB
>    #local Color = Color/2;
> 
>     cylinder { A,B,rad hollow no_shadow
>       pigment {rgbf 1}
>       finish {ambient 1 diffuse 0}
>       interior {
>          media {
>             emission Color            // color
>             intervals 10              // default 10
>             ratio 0.9
>             samples 4,8       // default 1,1
>             variance 1.0/128
>             confidence 0.9
>             method 2                  //1,2,3adaptive
>             density {
>                spherical
>                density_map {
>                   [0.0, rgb 0       ]
>                   [0.6, rgb Color   ]
>                   [1.0, rgb 2*ColorM]
>                }
>             }
>          }
>       }
>     }
> 
> #end
> 
> 
> /////////////////////hash.inc\\\\\\\\\\\\\\\\\\
> 
> #macro Hash1(t1)
>    #local p1=sin(t1);
>    #local pf=cos(1e7*(p1));
>    abs(1e4*pf-int(1e4*pf))
> #end
> 
> #macro Hash2(t1,t2)
>    #local p1=sin(t1);
>    #local p2=cos(t2*2.2361);
>    #local pf=cos(1e7*(p1+p2));
>    abs(1e4*pf-int(1e4*pf))
> #end
> 
> #macro Hash3(t1,t2,t3)
>    #local p1=sin(t1);
>    #local p2=cos(t2*2.2361);
>    #local p3=sin(t3*1.8708+1);
>    #local pf=cos(1e7*(p1+p2+p3));
>    abs(1e4*pf-int(1e4*pf))
> #end
> 
> 
> 
> 
> 
Replace the sphere by a unit radius cylinder with one end at the origin along 
the Y axis. Fill it with media using the cylindrical pattern in place of the 
spherical one. Scale it to the desired length and diameter, rotate it as needed 
and translate it to the correct location.

-- 
Alain
-------------------------------------------------
EVERYTHING HAS A GENDER

You may not know this but many nonliving things have a gender...

A Web Page is Female, because it's always getting hit on.


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