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Alain <aze### [at] qwerty org> wrote:
> > Hy all!
> >
> > I must do a believable emissive turbine for a spaceship. What methods should I
> > use for that?
> >
> >
>
> Just what is an "emissive turbine"?
>
> You ether force some fluid into a turbine to get a circular motion or
> use a circular motion to pump some fluid through the turbine, usualy at
> great speed or persure.
>
> NO "beleivable" spaceship EVER use a turbine for anything else than push
> propergols into it rocket engines. Those turbines are usualy NOT visible
> except in a closeup of the area behind the rockets. And, those looks
> just like your regular turbine. Just take a look at a turbo charger for
> a good example.
>
> And no, SF movies spaceships are absolutely not beleivable except some
> from Babylon 5. The Furyes fighters are the most beleivable space
> fighters ever in any movie. Ther maneuvering is physicaly correct.
>
>
> Alain
I have already done with this emissive turbine. I have modified an another code,
what represents a candle flame.
Now I have a spaceship with blue flame.
I have a big problem. If I put this code to my pov file:
include "stars.inc"
sphere{ <0,0,0>, 1
texture{ pigment{color rgb<0,1,0>}//Starfield1 scale 0.2
} // end of texture
scale 1000000
}
Then I can't see the flame. How can I solve this problem? That's very important.
This is the code of the blue flame:
object{
merge{ // egg
intersection{
sphere{<0,0,0>,1} box{<-1,-1,-1>,< 1,1 ,1>} scale <1,2.5,1>}
intersection{
sphere{<0,0,0>,1} box{<-1,-1 ,-1>,< 1,0+0.01,1>} }
}//- ------------------------------------------------
hollow
pigment { color rgbf<1, 1, 1, 1> } // fully transparent !!!
finish { ambient 0 diffuse 0 }
interior {
media {
//emission color rgb < 1.0, 0.75, 0.1>*1.75
emission color rgb < 0.0, 0.1, 1.0>*2.75
intervals 9
samples 1, 20
confidence 0.9999
variance 1/100
density{ spherical
ramp_wave
turbulence 0.15
color_map {
[0.0 color rgb <0.0, 0.0, 0.0>]
[0.6 color rgb <0.8, 0.3, 0.0>]
[0.9 color rgb <1.0, 0.8, 0.3>]
[1.0 color rgb <1.0, 1.0, 0.1>]
}
scale <1,2.5,1>
} // end density
}//end of media
media {
//emission color rgb < 1.0, 0.75, 0.1>*2.75
emission color rgb < 0.0, 0.1, 1.0>*5.75
intervals 3
samples 32
method 3
aa_threshold 0.1 aa_level 5
density {crackle turbulence 0.8
scale 0.75 translate<0,24,0>
color_map {
[0 rgb 0]
[0.00 rgb 0]
[0.07 rgb 1]
[0.10 rgb 1]
[0.12 rgb 0]
[1.00 rgb 0]
}
} // end density
density {spherical
color_map {
[0 rgb 0]
[0.7 rgb 1]
[1 rgb 1]
}
} // end density
scale <2,5,2>*0.5
translate<0,0.01,0>
}// end media
}//end of interior
//scale <1,1.5,1>*0.5
//rotate<90,90,0>
scale <1, 1.5,1 >*0.5
translate <-2.5, -5, -0.3>
rotate<90,90,0>
hollow // !!!!
}
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