POV-Ray : Newsgroups : povray.binaries.animations : Tussi - Flight No. 2 : Re: Tussi - Flight No. 2 Server Time
1 Jul 2025 08:34:23 EDT (-0400)
  Re: Tussi - Flight No. 2  
From: Mr
Date: 17 Jun 2025 03:50:00
Message: <web.68511d549555a19516086ed06830a892@news.povray.org>
"Maetes" <nomail@nomail> wrote:
> "Mr" <m******r******at_hotmail_dot_fr> wrote:
> > Here's some nitpicking:
> > * It feels your materials for lateral propulsion (whiter ones) are not emissive,
> > nor fading too transparency enough, too flat opaque.
>
> You're absolutely right. However, I usually tackle the ugliest detail first. If
> you compare Movie 1 and Movie 2, you'll see that the flame of the main engine
> was even uglier.
> See:
> https://www.maetes.com/en/povray-os/ma_tussi#flight-1
>
> For the boosters I think of something completely different, thick fat smoke
> plume, a lot of work :(
>
>
> > *Your  solar panels materials are too ambient/emissive, reminding LCD screens
> > use fresnel and albedo with conserve_energy wherever possible... one specificity
> > with solar panels if they are modeled as simple geometries, should have very
> > (maximal) complex texture:
> > I would use a finish map trick (two textures with different finishes, in the
> > entries of a texture_map factored by a (cell/contrasted leopard) pattern with a
> > recusion level if possible to do the less regular, much smaller sparky freckles.
> > use this pattern to separate cells and freckles of higher reflectivity from
> > their intervals. halving that reflectivity within cells but bearing both a phong
> > *and* a specular with each half of that value, to indicate a layered
> > transparency but use irisdescence to indicate metallic reflectivity (very low
> > turbulence) in the cells finish use metallic keyword for specularities to have
> > another layer with metallic colored spec/reflections and each phong/specular
> > should have different size/roughness.
>
> Same problem, ugliest parts first.
> I quickly conjured up the solar cells and put more emphasis on the movements.
>
> Textures and details are my biggest weakness anyway. It's just very tedious in
> Povray to change a texture a bit, render, see what has happened, change again,
> look... Wish there was a better way, or a tool.
>
>
> > * I think for landing you need a very tiny slight vibration or shake both of the
> > camera and the ship (its solar panels could even buldge slightly with  respect
> > to main frame, currenly, everything is too clean to give any sense of weight and
> > the miracle of lifting/damping it.
>
> Yes, its on my list.
> Its to clean and smooth, will work on it.
>
>
> > * The cloud cover should use scattering(only) media, its the very situation
> > where you need them to look good as seen from afar and crossed through.
> > https://www.geocities.ws/evilsnack/tut01.htm
> >
https://news.povray.org/povray.binaries.images/thread/%3Cweb.4dad7d3b9549be2894d713cc0%40news.povray.org%3E/
> >
https://news.povray.org/povray.binaries.images/thread/%3C4d5df00c%40news.povray.org%3E/
>
> Thanks for the links! Especially the first one, the tutorial is very helpful.
> You will hardly believe it, but I have tried clouds in the last few days, see
> result in the picture. Several clouds in side view and from above, with slight
> changes.
>
>
> > *(sorry I forgot a point, but I'm sure the next iterations will refocus :-P )
>
> You forgot about 100 points :)
> I have so many ideas what to do.
> I could work on it for the next years.
>
> Ma

The cloud on the right , I suppose has the highest quality settings and render
time? It looks much better ... But if the one directly on its left is much
faster, it is still quite an acceptable result ! Maybe there is a bug, but we
see the bounding sphere with a darker shade... This may be a problem. have you
played with RGBF vs RGBT vs RGBFT for colors? also if you use both a scattering
and absorption, maybe using just one of those would suppress the issue?


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.