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24 Nov 2024 10:01:39 EST (-0500)
  Flying through space crap (Message 1 to 2 of 2)  
From: Timothy Groves
Subject: Flying through space crap
Date: 21 Sep 2007 20:48:49
Message: <46f46671$1@news.povray.org>
I've started on my Honorverse animation, and I've run into a snag.

I want something to give some form of indication of the speeds of these 
ships.  My thoughts turned to the Wing Commander series of games, that 
show tiny bits of space junk flying past the ships, and I thought, "This 
might work."

However, I do not want to generate hundreds of tiny objects to have go 
flying past the ships.  I tried using a global media, but the results 
did not meet my expectations.

Any suggestions?


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From: Rune
Subject: Re: Flying through space crap
Date: 22 Sep 2007 04:03:20
Message: <46f4cc48$1@news.povray.org>
Timothy Groves wrote:
> I've started on my Honorverse animation, and I've run into a snag.
>
> I want something to give some form of indication of the speeds of
> these ships.  My thoughts turned to the Wing Commander series of
> games, that show tiny bits of space junk flying past the ships, and I
> thought, "This might work."
>
> However, I do not want to generate hundreds of tiny objects to have go
> flying past the ships.  I tried using a global media, but the results
> did not meet my expectations.
>
> Any suggestions?

I presume you mean that you don't want to populate your scene with millions 
of tiny objects, of which only the few near the camera are seen? What if 
only the few hundred near the camera are actually generated?

Hmm, inside a cubed area around the camera, generate these tiny objects. The 
cube follows the camera location. The tiny objects don't follow, but rather 
stay in place. Whenever one of the objects get outside of the cube, it gets 
moved to the opposite side of the cube.

Well, I might just as well implement it. Have a look in 
povray.binaries.animations for a demo animation plus source code.

Hope it helps.

Rune
-- 
http://runevision.com


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