POV-Ray : Newsgroups : povray.binaries.animations : Ship decelerating... Server Time
1 Nov 2024 09:22:56 EDT (-0400)
  Ship decelerating... (Message 1 to 6 of 6)  
From: Rarius
Subject: Ship decelerating...
Date: 27 Apr 2004 12:39:28
Message: <408e8cc0@news.povray.org>
Something I've been working on for a while... Based on an idea I had while
watching a Goauld mothershghip on Stargate SG1.

The stars in the background are correct. I downloaded the Bright Star
Catalogue and converted it into a POV include file.

Most of the detailing is CSG but the panelling seen as the lights play
across the hull are a function based pattern I designed. This is a
cylindrical version of the inbuilt cells pattern. It is used with a
texturemap which varies the phong value from cell to cell. The lit windows
are also a texture, in this case using the inbuilt cells pattern with a
texturemap.

#local tDull=
texture
{
    pigment{colour rgb<.85, .60, .60>}
    finish{phong .125 phong_size 5}
}

#local tShiny=
texture
{
    pigment{colour rgb<.90, .65, .65>}
    finish{phong .875 phong_size 20}
}

#local rnd=function(x, y)
{
    mod(sin(x*5003)+sin(y*677), 919)
}

#local RadialPanels=function(x, y, a, b)
{
    rnd(int(atan2(x, y)/(2*pi)*a)/a, int(sqrt((x*x)+(y*y))*b)/b)
}

#local tHull=
texture
{
    function{RadialPanels(x/12, y/12, 12+(int(sqrt((x*x)+(y*y))/4)*12), 10)}
    texture_map
    {
        [0.0 tDull]
        [1.0 tShiny]
    }
    scale 4
}

Any comments?

Rarius


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Attachments:
Download 'Goauld3d.avi.dat' (693 KB)

From: Hughes, B 
Subject: Re: Ship decelerating...
Date: 27 Apr 2004 14:12:13
Message: <408ea27d$1@news.povray.org>
Professional look to it, and surprisingly short code too. Nicely done all
around. Agonizingly short play though, like a teaser tidbit would be in a
commercial for the TV show.
;-)
Truthfully, only bad thing might be that it could be said to lack
originality in that it also looks a little ST NG, DS9, etc. (common TV
sci-fi spaceship scenes). So would be interesting if this were put into an
eventful environment, perhaps like passing a blackhole too closely.

Anyhow, I really like what you've done already.

Bob H.


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From: Rarius
Subject: Re: Ship decelerating...
Date: 27 Apr 2004 19:35:00
Message: <408eee24@news.povray.org>
"Hughes, B." <omn### [at] charternet> wrote in message
news:408ea27d$1@news.povray.org...
> Professional look to it, and surprisingly short code too. Nicely done all
> around. Agonizingly short play though, like a teaser tidbit would be in a
> commercial for the TV show.
> ;-)

I had to cut it down to get the server to accept the post... As it is its
956Kb posted (692Kb originally) and thats minimum  quality on my DivX
encoder!

The code I posted in the message was just for the texture! ;-) The POV file
is 12Kb...

> Truthfully, only bad thing might be that it could be said to lack
> originality in that it also looks a little ST NG, DS9, etc. (common TV
> sci-fi spaceship scenes).

Originality is difficult to achieve when there are SO many spaceships out
there already.  I'm sure you could find precursors to most of the spacecraft
posted on here

>So would be interesting if this were put into an
> eventful environment, perhaps like passing a blackhole too closely.

I'm trying to work up an adversary... and have a battle, but god knows the
size of the AVI by the time I'm finished!

> Anyhow, I really like what you've done already.
>
> Bob H.

Thanks for the comments...

Rarius


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From: Dan P
Subject: Re: Ship decelerating...
Date: 28 Apr 2004 22:48:37
Message: <40906d05$1@news.povray.org>
Rarius wrote:

> Something I've been working on for a while... Based on an idea I had while
> watching a Goauld mothershghip on Stargate SG1.
> 
> The stars in the background are correct. I downloaded the Bright Star
> Catalogue and converted it into a POV include file.
> 
> Most of the detailing is CSG but the panelling seen as the lights play
> across the hull are a function based pattern I designed. This is a
> cylindrical version of the inbuilt cells pattern. It is used with a
> texturemap which varies the phong value from cell to cell. The lit windows
> are also a texture, in this case using the inbuilt cells pattern with a
> texturemap.

MOVIE quality!!!
-- 
Respectfully,
Dan P
http://<broken link>


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From: John D  Gwinner
Subject: Re: Ship decelerating...
Date: 29 Apr 2004 03:00:33
Message: <4090a811$1@news.povray.org>
"Rarius" <rar### [at] rariuscouk> wrote in message
news:408e8cc0@news.povray.org...
> Most of the detailing is CSG but the panelling seen as the lights play
> across the hull are a function based pattern I designed.

VERY nice!

I'm going to assume the function would look best on (fairly) flat disk's,
correct?

        == John ==


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From: Rarius
Subject: Re: Ship decelerating...
Date: 29 Apr 2004 15:27:54
Message: <4091573a@news.povray.org>
> > Most of the detailing is CSG but the panelling seen as the lights play
> > across the hull are a function based pattern I designed.
>
> VERY nice!
>
> I'm going to assume the function would look best on (fairly) flat disk's,
> correct?

Yes, but there is no reason that the code couldn't be extended to 3D...

Here is the code used to produce the attached picture. By moving the light
sources (not included in this source) you'll see different areas of the
texture catch the light...

I've commented the code slightly to explain what the rnd() and
RadialPanels() functions are doing.

#local tDull=
texture
{
 pigment{colour rgb<.70, .70, .70>}
 finish{phong .125 phong_size 5}
}

#local tShiny=
texture
{
 pigment{colour rgb<.75, .75, .75>}
 finish{phong .875 phong_size 20}
}

//Produce a pseudo-random number based on two parameters.
//It must return the same number each time the same numbers are applied.
#local rnd=function(x, y)
{
 mod(sin(x*5007)+sin(y*673), 919)
}

//Functional pattern.
//Uses rnd() function
//Passes angle and distance from Z axis as parameters.

#local RadialPanels=function(x, y, a, b)
{
 rnd(int(atan2(x, y)/(2*pi)*a)/a, int(sqrt((x*x)+(y*y))*b)/b)
}

#local tHull=
texture
{
 function{RadialPanels(x/12, y/12, 12+(int(sqrt((x*x)+(y*y))/4)*12), 10)}
 texture_map
 {
  [0.0 tDull]
  [1.0 tShiny]
 }
 scale 4
}

cylinder
{
 -z, z, 100
 texture{tHull}
}


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Attachments:
Download 'default.jpg' (17 KB)

Preview of image 'default.jpg'
default.jpg


 

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