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From: Jérémie Aubouin
Subject: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 15:19:40
Message: <371E163D.27CD9B6@club-internet.fr>
Hi!

This is my first post in this group.

I'm developping an Asteroid macro.

Here is a first draft.

Of course, this macro can be greatly improved.
That's why your comments, advices, etc... are welcomed.

What do you think of:
   - the texture ?
   - the shape ?
   - the craters ?

This Asteroide is a blob object made with 600 spheres for the body (positive
spheres) and 330 spheres for the craters (negative spheres: 30 big crateres and
300 small ones).

___________________________________________________



To answer me, remove the Z from my adress.


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asteroid.jpg


 

From: Bugs74
Subject: Re: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 15:43:08
Message: <371e1c3c.0@news.povray.org>
Cool!
Is this pure pov-code?

Bugs74


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From: Lewis
Subject: Re: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 15:43:44
Message: <371E1CDD.F234B6AE@netvision.net.il>
Wow!
That's a very good picture. There really isn't nothing to say except
that you may want to find a way to decrease the number of blob elements
to speed things up...


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From: Simon de Vet
Subject: Re: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 15:46:05
Message: <371E1CF5.FFD3EE79@istar.ca>


> Hi!
>
> This is my first post in this group.
>
> I'm developping an Asteroid macro.
>
> Here is a first draft.
>
> Of course, this macro can be greatly improved.
> That's why your comments, advices, etc... are welcomed.
>
> What do you think of:
>    - the texture ?
>    - the shape ?
>    - the craters ?

Very nice...

All I would reccomend is a lessening of the normal in the texture, and maybe a more
uniform colour..

Asteroids do not look like they are made of a lump of granite, or other volcanic
rock, but more of a light, uniform grey, from so much dust on the surface.

This would also bring out the details of the blob surface.

BTW, any chance of making something to export to the .blb files? (These are
supported by Moray, and I think it's a pretty straightforward text format....)


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From: Fabien HENON
Subject: Re: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 18:08:19
Message: <371E3E71.8C7389D2@club-internet.fr>
Very nice picture.
Apparently, you used soft shadows. I think that due to lack of atmosphere, the
shadows are always dead sharp as it is on the moon ( I went up there lately).

My ever-present question : How long did it take to render 300 blobs ?





> Hi!
>
> This is my first post in this group.
>
> I'm developping an Asteroid macro.
>
> Here is a first draft.
>
> Of course, this macro can be greatly improved.
> That's why your comments, advices, etc... are welcomed.
>
> What do you think of:
>    - the texture ?
>    - the shape ?
>    - the craters ?
>
> This Asteroide is a blob object made with 600 spheres for the body (positive
> spheres) and 330 spheres for the craters (negative spheres: 30 big crateres and
> 300 small ones).
>
> ___________________________________________________

>

> To answer me, remove the Z from my adress.
>
>   ------------------------------------------------------------------------
>  [Image]


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From: Jérémie Aubouin
Subject: Re: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 19:06:56
Message: <371E4BAB.4EB26D4E@club-internet.fr>
Bugs74 wrote :
> Is this pure pov-code?

Yes. The object and the texture are generated with POV-Ray.


Simon de Vet wrote :
> 
> Very nice...
> 
> All I would reccomend is a lessening of the normal in the texture, and maybe a more
> uniform colour..
> 
> Asteroids do not look like they are made of a lump of granite, or other volcanic
> rock, but more of a light, uniform grey, from so much dust on the surface.
> 
> This would also bring out the details of the blob surface.
 
For my first test-rendering, I didn't use any normal perturbation. And you're
right, this bring out the details of the blob surface (especially in a animation
of a rotating asteroid I made). But, in this case, the asteroid looks like a
simple stone.

I will try to increase the details on the blob.

If someone has a good, soft asteroid texture...

It could be interesting to simulate dust on the surface.

> BTW, any chance of making something to export to the .blb files? (These are
> supported by Moray, and I think it's a pretty straightforward text format....)

Why not? I'm not a moray-specialist, but many people use this modeler. If
someone describes me the .blb format, I'll see what I can do.



> Apparently, you used soft shadows. I think that due to lack of atmosphere, the
> shadows are always dead sharp as it is on the moon ( I went up there lately).
> My ever-present question : How long did it take to render 300 blobs ?

I use soft shadows because a round object with normal perturbation looks bad
with a basic shadow: try rendering a simple sphere with and without normal
perturbation and you will understand me.

But I'm agree with you: I would be more satisfied if the shadows were sharp.

The rendering is extremely fast for 1 asteroid: 1 asteroid = 1 blob.
This blob is made with 930 components (spheres).

On my PII300: parsing: 1-2s
              rendering: 2mn without AA
                         1-2h with AA (it's much more faster without normal)


But, when I render a large number of asteroid (for an asteroid field scene I'm
making), the parse-time is extremely long: 30,40 mn (I tried more Asteroids, but
after 50mn, I stopped).

And this is *the* problem.
I can't really decrease the number of components:
for the body, under 300 components, it looks more like a big potato than an
asteroid.

The solution: I must convert my blob object into a mesh of triangles.
But I don't know how to do that...



PS: Excuse me for my poor English...  :-)
___________________________________________________



To answer me, remove the Z from my adress.


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From: Bob Hughes
Subject: Re: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 19:31:51
Message: <371E51A6.886E8B74@aol.com>
Aside from any question as to whether this is realistic or not (looks
real enough to me) the most noticeable characteristic seems to be the
heavy normal visible in oblique angles yet practically nonexistant in
directly lit areas. In other words lacking 3D depth in the well lit
regions seems to throw me off somewhat. This could of course be
subjective.
I've made my own asteriods using the blob anti-blob method and never got
good enough results, always a potato. Also simply differencing a
surrounding group from the surface of another. Always disappointed with
the way it looked.
What this one seems to need most is obvious little craters peppering the
surface. The larger look great. And the intermediate would be rather
dust enshrouded I guess but I don't really notice any that stand out.
What I mean I guess is that the overall *un*sharpness is what bothers
me. Don't mind me, I'm just thinking of how all the space photos are
always like this and the unaided eye view would be nice to see. Not
relevant to your macro making really, it's mostly a fact of rendered
images, any sharpness tends to disappear when antialiased.



> 
> Hi!
> 
> This is my first post in this group.
> 
> I'm developping an Asteroid macro.
> 
> Here is a first draft.
> 
> Of course, this macro can be greatly improved.
> That's why your comments, advices, etc... are welcomed.
> 
> What do you think of:
>    - the texture ?
>    - the shape ?
>    - the craters ?
> 
> This Asteroide is a blob object made with 600 spheres for the body (positive
> spheres) and 330 spheres for the craters (negative spheres: 30 big crateres and
> 300 small ones).
> 
> ___________________________________________________

> 

> To answer me, remove the Z from my adress.
> 
>   ------------------------------------------------------------------------
>  [Image]

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


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From: Noah
Subject: Re: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 20:26:21
Message: <371E5E61.84AC1F95@powersurfr.com>
Nifty, can you change the over all shape? and that is way to many blobs.


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From: Spider
Subject: Re: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 23:20:36
Message: <371E8644.A93FB645@bahnhof.se>
Try to write the blobs into a pre-made .inc file, taht way the parsing should be
decreaaased to some part.

<snip>

> On my PII300: parsing: 1-2s
>               rendering: 2mn without AA
>                          1-2h with AA (it's much more faster without normal)
> 
> But, when I render a large number of asteroid (for an asteroid field scene I'm
> making), the parse-time is extremely long: 30,40 mn (I tried more Asteroids, but
> after 50mn, I stopped).
Heeeey, what's that for patience... Come on :-)
*grins*
(partly inside joke)

> And this is *the* problem.
> I can't really decrease the number of components:
> for the body, under 300 components, it looks more like a big potato than an
> asteroid.
I can belive you... Perhaps some sort offf LOD(Level Of Detail) decreasion
algorithm? (setting a distance_treshold, that reduces the amount of blobs in
comparsion to the cameras position and angle. Just ideas.


> The solution: I must convert my blob object into a mesh of triangles.
> But I don't know how to do that...
Hmm, difficult indeed.
 
> PS: Excuse me for my poor English...  :-)
same here :-)


-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Spider
Subject: Re: An Asteroid macro: first draft [74k]
Date: 21 Apr 1999 23:21:10
Message: <371E866A.5700B76C@bahnhof.se>
This looks great, good potential for this macro.
(can it do normal stones as well?)

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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