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16 Apr 2024 05:51:22 EDT (-0400)
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From: Thomas de Groot
Subject: Re: Ringworld scene
Date: 7 Feb 2021 02:41:48
Message: <601f99bc@news.povray.org>
Op 07/02/2021 om 02:53 schreef Mike Horvath:
> On 10/13/2013 2:18 AM, posfan12 wrote:
>> Here's the scene file for my ringworld attempt. Any suggestions? 
>> Especially on
>> how to make the atmosphere appear?
>>
>>
>> Mike
>>
> 
> Some panoramas:
> 
> http://isometricland.net/panorama/pannellum.htm?config=pano-ringworld-01.json 
> 
> 
> http://isometricland.net/panorama/pannellum.htm?config=pano-ringworld-02.json 
> 
> 
> 
> Mike

Nicely done indeed. Media should not pose too much of a problem in this 
context as you are outside of the atmosphere.

-- 
Thomas


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From: Mike Horvath
Subject: Re: Ringworld scene
Date: 7 Feb 2021 17:26:09
Message: <60206901$1@news.povray.org>
On 2/7/2021 2:41 AM, Thomas de Groot wrote:
> Nicely done indeed. Media should not pose too much of a problem in this 
> context as you are outside of the atmosphere.
> 

Well, I am on hour 13 of my current render. About 35% done.


Mike


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From: Thomas de Groot
Subject: Re: Ringworld scene
Date: 8 Feb 2021 02:35:06
Message: <6020e9aa$1@news.povray.org>
Op 07/02/2021 om 23:26 schreef Mike Horvath:
> On 2/7/2021 2:41 AM, Thomas de Groot wrote:
>> Nicely done indeed. Media should not pose too much of a problem in 
>> this context as you are outside of the atmosphere.
>>
> 
> Well, I am on hour 13 of my current render. About 35% done.
> 
> 
> Mike

I don't know. Just rendering your atmosphere, with a supporting ring 
added, took me about 30 seconds. Probably other conditions prevail in 
your scene (landscape? cloudscape? shadow squares? area_light sun?)

-- 
Thomas


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From: Mike Horvath
Subject: Re: Ringworld scene
Date: 8 Feb 2021 03:13:48
Message: <6020f2bc$1@news.povray.org>
On 2/8/2021 2:35 AM, Thomas de Groot wrote:
> I don't know. Just rendering your atmosphere, with a supporting ring 
> added, took me about 30 seconds. Probably other conditions prevail in 
> your scene (landscape? cloudscape? shadow squares? area_light sun?)
> 

Yes, the sun is a 6x6 (probably excessive) area light.

Without the atmosphere the scene takes about 2 hours to render.


Mike


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From: Thomas de Groot
Subject: Re: Ringworld scene
Date: 9 Feb 2021 02:36:21
Message: <60223b75$1@news.povray.org>
Op 08/02/2021 om 09:13 schreef Mike Horvath:
> On 2/8/2021 2:35 AM, Thomas de Groot wrote:
>> I don't know. Just rendering your atmosphere, with a supporting ring 
>> added, took me about 30 seconds. Probably other conditions prevail in 
>> your scene (landscape? cloudscape? shadow squares? area_light sun?)
>>
> 
> Yes, the sun is a 6x6 (probably excessive) area light.
> 
> Without the atmosphere the scene takes about 2 hours to render.
> 
> 
> Mike

I wonder if at that distance an area_light is really effective. A point 
light (with parallel) would probably be much faster and without any 
visual difference.

-- 
Thomas


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From: Mike Horvath
Subject: Re: Ringworld scene
Date: 10 Feb 2021 05:29:54
Message: <6023b5a2$1@news.povray.org>
On 2/9/2021 2:36 AM, Thomas de Groot wrote:
> I wonder if at that distance an area_light is really effective. A point 
> light (with parallel) would probably be much faster and without any 
> visual difference.
> 

The area light is necessary to create the fuzzy shadows. (Otherwise 
shadows would have a sharp edge and the lighted regions would be larger 
than the shadow regions IIRC.)

A 6x6 area light may be excessive though. Dunno.


Mike


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From: Bald Eagle
Subject: Re: Ringworld scene
Date: 10 Feb 2021 07:20:00
Message: <web.6023ce928a87fb261f9dae300@news.povray.org>
Mike Horvath <mik### [at] gmailcom> wrote:

> The area light is necessary to create the fuzzy shadows. (Otherwise
> shadows would have a sharp edge and the lighted regions would be larger
> than the shadow regions IIRC.)

What if you gave the shadow squares a bit of transparency at the edges to allow
the formation of a penumbra on the ring?  It's a cheap cheat, but it may go
WAAAY faster.

Also Martijn just posted this recently:
https://www.shadertoy.com/view/WsyBDz


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From: Thomas de Groot
Subject: Re: Ringworld scene
Date: 11 Feb 2021 02:28:16
Message: <6024dc90@news.povray.org>
Op 10/02/2021 om 11:29 schreef Mike Horvath:
> On 2/9/2021 2:36 AM, Thomas de Groot wrote:
>> I wonder if at that distance an area_light is really effective. A 
>> point light (with parallel) would probably be much faster and without 
>> any visual difference.
>>
> 
> The area light is necessary to create the fuzzy shadows. (Otherwise 
> shadows would have a sharp edge and the lighted regions would be larger 
> than the shadow regions IIRC.)
> 
> A 6x6 area light may be excessive though. Dunno.
> 
> 
> Mike

Ah, yes. Forgot about the shadow squares indeed. I seem to remember now 
that I had some trouble of the kind, back when I modelled the Ringworld 
(ten years ago? I am not sure)

-- 
Thomas


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From: Alain Martel
Subject: Re: Ringworld scene
Date: 11 Feb 2021 11:12:24
Message: <60255768$1@news.povray.org>

> On 2/9/2021 2:36 AM, Thomas de Groot wrote:
>> I wonder if at that distance an area_light is really effective. A 
>> point light (with parallel) would probably be much faster and without 
>> any visual difference.
>>
> 
> The area light is necessary to create the fuzzy shadows. (Otherwise 
> shadows would have a sharp edge and the lighted regions would be larger 
> than the shadow regions IIRC.)
> 
> A 6x6 area light may be excessive though. Dunno.
> 
> 
> Mike
If using adaptive, that 6x6 become 9x9.

As for using parallel... That would only work for a small part of the 
ring.  parallel can't be used when the light_source is surrounded by 
shadow casting elements.


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From: Mike Horvath
Subject: Re: Ringworld scene
Date: 17 Feb 2021 19:37:45
Message: <602db6d9$1@news.povray.org>
On 10/13/2013 2:18 AM, posfan12 wrote:
> Here's the scene file for my ringworld attempt. Any suggestions? Especially on
> how to make the atmosphere appear?
> 
> 
> Mike
> 


Latest code can be found here:

https://github.com/mjhorvath/Mike-Wikipedia-Illustrations/tree/master/Miscellaneous/ringworld


Mike


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