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Mike Sobers nous illumina en ce 2008-06-27 18:47 -->
> With all the recent gate activity, I dredged up my old WIP and put together a
> little animation.
>
> It still isn't really finished as the chevrons need more work to resemble those
> on the TV show.
>
> Mike
Nise, if dark. In the show, the ring never turns after the gate have been
opened, it only turn while dialing.
--
Alain
-------------------------------------------------
As far as we know, our computer has never had an undetected error.
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"Mike Sobers" <mcn### [at] msncom> wrote:
> With all the recent gate activity, I dredged up my old WIP and put together a
> little animation.
>
> It still isn't really finished as the chevrons need more work to resemble those
> on the TV show.
>
> Mike
ok show me event horizon methods or I should give up now and kill myself because
I suk, lol.
nice, but I think the darkness gives more room for realism to appear and light
lets us see.
peace,
aQ
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Alain <ele### [at] netscapenet> wrote:
> Nise, if dark. In the show, the ring never turns after the gate have been
> opened, it only turn while dialing.
>
> --
> Alain
> -------------------------------------------------
> As far as we know, our computer has never had an undetected error.
Yes, you are right. I didn't think about it, but animating both the ring
rotation and water at the same time wouldn't be right. I still need to animate
the chevrons to do a proper sequence (and the gate opening is still a tough one
but I have some ideas that involve scaling a mesh that has an animated uv
texture imagemapped onto it).
Thanks for the tip.
Mike
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Chambers <ben### [at] pacificwebguycom> wrote:
>
> Great detail! I'd love to see this added to the Object Library :)
>
> ...Chambers
Thanks! I'll be glad to add it, but I'd like to clean the code up a bit first.
Or maybe, given my track record for completing things, I should add it as is and
let others offer improvements?
Mike
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"alphaQuad" <alp### [at] earthlinknet> wrote:
> ok show me event horizon methods or I should give up now
I've posted the code over in binaries.scene-files at
http://news.povray.org/povray.binaries.scene-files/message/%3Cweb.48630a294d571f95184271a10%40news.povray.org%3E/#%3Cwe
b.48630a294d571f95184271a10%40news.povray.org%3E
Here's the basic approach:
//-------------Begin Code------------
#declare WaterTex1 =
texture {
pigment {
wood
turbulence 0.00
color_map {
[0.0 color rgb <0.25,0.25,0.5>]
[0.5 color rgb <0.05,0.05,0.3>]
[1 color rgb <0.005,0.006,0.007>]
}
}
normal {
bumps 0.5
turbulence 0.5
scale <1/(4*r1),1/(4*r1),1> // r1 is the ring radius
}
finish {
ambient 1
diffuse 0.8
specular 0.8
roughness 1/10
}
}
#declare WaterTex2 =
texture {
pigment {
wood
color_map {
[0.0 color rgb <0.1,0.1,0.3>]
[0.2 color rgb <0.05,0.05,0.3>]
[1 color rgb <0.005,0.006,0.007>]
}
}
normal {
bumps 0.5
turbulence 0.5
scale <1/(4*r1),1/(4*r1),1>
}
finish {
ambient 0.5
diffuse 0.5
specular 0.8
roughness 1/100
}
}
#declare water = disc {
<0, 0, 0> // center position
z, // normal vector
r1 // ring radius, currently 11 POVRay units
texture{
wood
texture_map {
[0 WaterTex1 ]
[0.4 WaterTex2 ]
}
scale <2.2*r1,2.2*r1,1>
translate 0.5*My_Clock*z
}
no_shadow
}
//-------------End Code------------
There's also a glowing disc and a spotlight on the middle to help with the
effects. The only purpose of the texture map (which complicates things a bit
in this case) is to boost the ambient finish in the center. There's probably a
cleaner way to get the effect I want, but that's where I ended up.
> nice, but I think the darkness gives more room for realism to appear and light
> lets us see.
> peace,
> aQ
Yes, I think the darkness is again that gamma difference between some monitors
that I haven't been able to crack yet. I've posted several images that look
fine on my monitor (lcd) but with frequent complaints that they are too dark.
Maybe it's time to calibrate ...
Mike
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