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"Maetes" <nomail@nomail> wrote:
>
> And the damn skull, I hadn't even touched it yet.
>
> And... and... AND...
>
Not a bad bot. You could make an army of them!
And don't worry about the skull. One day when less expected, Wham it'll come to
you.
>
> The parachute would be cool, but please please don't waste hours and days. Maybe
> I won't use it or only in x months. If it's easy to extract - great, if not,
> don't do it.
It was very easy and small. Here it is:
#declare PPig=pigment{radial color_map{[0 Black][.1 Tan]
[.3 rgb<.9,.9,.85>][.6 rgb<.9,.8,.85>]
[.9 Tan][1 Black]}
frequency 20}
#declare Para= union{sphere{0,4 translate y*2
clipped_by{ box {<-4.1,4.4,-4.1>,<4.1,5.9,4.1>}}}
sphere{0,4 translate y*2
clipped_by{ box {<-4.1,3.5,-4.1>,<4.1,2,4.1>}}}
cone{y*2,4,-y*.25,3.9 open}
}
#declare ParaChute=
union{
object{Para pigment{PPig} translate y*50}
sphere{0,1 scale<1,.25,1> translate y*25 pigment{rgb<.25,.15,.25>}}
//cords
#declare Cnt = 0;
#while (Cnt < 360)
cylinder{0,<4,20,0>,.05 rotate y*Cnt pigment{Tan*.5} translate y*30}
#declare Cnt = Cnt+20;
#end
cone{y*25,.15,y*31,.2 pigment{rgb 0}}//short link
cylinder{0,y*30,.15 pigment{rgb 0}}//long link
}
Straight from the code, It is fairly long 50 or so POV units.
Have Fun!
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"Leroy" <whe### [at] gmail com> wrote:
> And don't worry about the skull. One day when less expected, Wham it'll come to
> you.
I worked far longer than week on the robot AND THAT DID NOT HAPPEN !!!
- - -
Parachute successfully opened!
I fixed some small errors (missing cords in the gap, ...) and will make it more
variable in the next days, but so far the chute looks cute :)
Will send you the code when ready.
Thanks for that.
To build that from scratch would cost much more time.
Ma
Post a reply to this message
Attachments:
Download 'leroy_chute_01.png' (218 KB)
Preview of image 'leroy_chute_01.png'

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"Maetes" <nomail@nomail> wrote:
> Will send you the code when ready.
Here the code for now.
Maybe I will do some more in the next days.
Gr
Ma
Post a reply to this message
Attachments:
Download 'leroy_chute.zip' (439 KB)
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"Maetes" <nomail@nomail> wrote:
> "Maetes" <nomail@nomail> wrote:
> > Will send you the code when ready.
>
> Here the code for now.
> Maybe I will do some more in the next days.
>
> Gr
> Ma
Thanks! Download it already. The reason I didn't put those cords in was probably
time. I made that for a contest. I other thing to worry about and it looked
good.
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"Leroy" <whe### [at] gmail com> wrote:
> Thanks! Download it already. The reason I didn't put those cords in was probably
> time. I made that for a contest. I other thing to worry about and it looked
> good.
No problem, I know the time required only too well. I saw the small mistakes and
just HAD to fix them. But it was a nice division of labor, I think.
I stopped when I was thinking about an unfolding process, and that would cost me
days again :)
ma
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"Maetes" <nomail@nomail> wrote:
> I love Povray animations.
You know what, we can feel your joy through the result it's motivational to
watch, and not only because of the music !
The colors of the space and planets may well be spot on.
> Does anyone have ideas or half-finished scripts for:
> - Earth surface
> - Moon surface
> - Cloudcover (during launch)
Here's some nitpicking:
* It feels your materials for lateral propulsion (whiter ones) are not emissive,
nor fading too transparency enough, too flat opaque.
*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.
* 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.
* 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/
*(sorry I forgot a point, but I'm sure the next iterations will refocus :-P )
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On 26.04.25 23:10, Maetes wrote:
> I love Povray animations.
>
> https://www.maetes.com/en/blog/tussi_flight_number_2_povray
>
> I have given a year-old film various upgrades.
> Far from perfect, but looks much nicer.
>
> Does anyone have ideas or half-finished scripts for:
> - Earth surface
> - Moon surface
> - Cloudcover (during launch)
> ?
>
> Have a nice day (sunny and warm days ahead in Cologne/Germany)
> Martin
>
> https://bsky.app/profile/martinseydler.bsky.social
Wiesu heiß dat Dingen dann Tussi? Usssinn deit dat Dingen wie en
Mülltonn för zom Mohnd zo fleje... is die Queen vun dr Ihrestroß jetzt
bei dr NASA? Leck misch in dr Täsch...
Äwwer lauwärm *rülps*!
Jattgahr, dä kölsche Krat!
--
VBI BENE, IBI BACTRIA!
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Hi(gh)!
On 27.04.25 10:01, Maetes wrote:
> Stands for Tiny Ugly Science Satellite (and) Impactor.
O.k., that's obvious! What about attaching a Colognian Space Agency
plate containing the "crowns and flames" coat-of-arms to its hull?
See you in Khyberspace!
Yadgar
--
VBI BENE, IBI BACTRIA!
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> Yadgar=22_Bleimann?= <yaz### [at] gmx de> wrote:
> On 27.04.25 10:01, Maetes wrote:
>
> > Stands for Tiny Ugly Science Satellite (and) Impactor.
>
> O.k., that's obvious!
Isn't it?
> What about attaching a Colognian Space Agency
> plate containing the "crowns and flames" coat-of-arms to its hull?
That's a really fantastic idea! I thought it was silly to put a NASA or ESA
sticker on it, but something with Cologne would be a great thing.
That's what I keep in mind for my launch vehicle - Vulture 9.
> Wiesu heiss dat Dingen dann Tussi? Usssinn deit dat Dingen wie en
> Muelltonn foer zom Mohnd zo fleje... is die Queen vun dr Ihrestross jetzt
> bei dr NASA? Leck misch in dr Taesch...
Ne koelsche Jung immen Povray-Forum, isch waerd jeck!
Koennemer jlatt ne koelner Povray-Symposium abhalde.
Jross zeroeck!
NIE MEEEEEHR ZWEITE LIGA!
Prost
Ma
PS: Wie hast du es geschafft, hier Umlaute reinzubringen?
Musste die aller per Hand ersetzen. Zeilen mit Umlauten wurden einfach
geloescht.
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"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
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Attachments:
Download 'ma_clouds_00.png' (702 KB)
Preview of image 'ma_clouds_00.png'

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