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From: Bryan Valencia
Subject: The Ship again
Date: 25 Jan 2000 23:09:57
Message: <388E7374.D6AA41CC@209software.com>
Here it is again... The reflectiveness of it was too hard to manage,
So I gave it the standard white hull.

--
Bryan Valencia
Software Services - Making Windows Scream
http://www.209software.com
mailto:bry### [at] 209softwarecom


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From: David Fontaine
Subject: Re: The Ship again
Date: 26 Jan 2000 00:00:38
Message: <388E7CCC.D0466248@faricy.net>
Radiositied? What is the big white disk?
Well it is certainly much more visible now :-)

--
Homepage: http://www.faricy.net/~davidf/
___     ______________________________
 | \     |_       <dav### [at] faricynet>
 |_/avid |ontaine      <ICQ 55354965>


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From:
Subject: Re: The Ship again
Date: 26 Jan 2000 05:54:18
Message: <388ED25A.D0B1B71F@stud.ntnu.no>
Still rather dark on this end. Good modeling, but I feel something is
missing at the rear end. Thrusters or a tower with future tech 125 on
it.

Oh, and have you checked out Nathan's lens flare?

sig.

Bryan Valencia wrote:
> 
> Here it is again... The reflectiveness of it was too hard to manage,
> So I gave it the standard white hull.
> 
> --
> Bryan Valencia
> Software Services - Making Windows Scream
> http://www.209software.com
> mailto:bry### [at] 209softwarecom
> 
>   ------------------------------------------------------------------------
>  [Image]

-- 
Sigmund Kyrre Aas 
Trondheim, Norway


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From: Bryan Valencia
Subject: Re: The Ship again
Date: 26 Jan 2000 17:46:16
Message: <388F7A0C.E5CAC5BF@209software.com>
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
<body text="#000000" bgcolor="#FFFFFF" link="#FF0000" vlink="#800080" alink="#0000FF">
Lens Flare: Point me to it.
<br> 
<br> 
<p>"Sigmund Kyrre Ås" wrote:
<blockquote TYPE=CITE>Still rather dark on this end. Good modeling, but
I feel something is
<br>missing at the rear end. Thrusters or a tower with future tech 125
on
<br>it.
<p>Oh, and have you checked out Nathan's lens flare?
<p>sig.</blockquote>

</body>
</html>


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From: Ken
Subject: Re: The Ship again
Date: 26 Jan 2000 22:17:05
Message: <388FB7E6.C4C33D1D@pacbell.net>
Bryan Valencia wrote:
> 
> Lens Flare: Point me to it.

http://nathan.kopp.com/nkflare.htm

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Bryan Valencia
Subject: Re: The Ship again
Date: 27 Jan 2000 14:21:11
Message: <38909A83.E34DEFAB@209software.com>
Ok, this is before I got the lens flare post, but it shows the current
evolution of the project.

This was rendered poster size at 3456x1728 using megapov.
It took 28 hours to complete
Of course I rescaled it for the post :)

[Image]

I will REPLY with some detail pics.

Ken wrote:

> Bryan Valencia wrote:
> >
> > Lens Flare: Point me to it.
>
> http://nathan.kopp.com/nkflare.htm
>
> --
> Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/

--
Bryan Valencia
Software Services - Making Windows Scream
http://www.209software.com
mailto:bry### [at] 209softwarecom


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From: Bryan Valencia
Subject: Detail of Ship
Date: 27 Jan 2000 14:23:47
Message: <38909B22.AC5CFACF@209software.com>
[Image]


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From: Bryan Valencia
Subject: Mountain Detail (BIG) 112K b4 post
Date: 27 Jan 2000 14:25:43
Message: <38909B94.4627726C@209software.com>
[Image]


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From: Bryan Valencia
Subject: Re: The Ship again
Date: 27 Jan 2000 20:50:23
Message: <3890F5BC.B0BC3B7C@209software.com>
ok, I added the lens flare thing, But I may have screwed it up...  I am not
getting any flare effect.

Since this is my first time, can someone tell me what I did wrong?



> // Persistence of Vision Ray Tracer Scene Description File
> // File: Space.pov
> // Vers: 3.1
> // Desc: A Typical Space Scene
> // Date: 1/13/2000
> // Auth: Bryan Valencia
>
>
> #include "colors.inc"   // Standard Color definitions
> #include "textures.inc" // Standard Texture definitions
> #include "ship2000.inc"
> global_settings{
> radiosity{
>         brightness 3.3      //float value that is the degree to which ambient values
are brightened (3.3)
>         count 100           //number of rays that are sent out  (100)
>         distance_maximum 1  // (required) sets the distance in model units from a
sample at which the error is guaranteed to hit 100% (0)
>         error_bound .4      //the fraction of error tolerated(.4)
>         gray_threshold .5   //grays it down a little, to make your scene more
believable (.5)
>         low_error_factor .8 //sets the amount that the error bound is dropped during
the preliminary image passes(.8)
>         minimum_reuse .015  //the fraction of the screen width which sets the
minimum radius of reuse for each sample point (.015)
>         nearest_count 6     //the maximum number of old ambient values blended
together to create a new interpolated value (6) (<4 for debugging)
>         recursion_limit 1  //how many recursion levels are used to calculate the
diffuse inter-reflection. Valid values are one and two. (1)
> }
>
> }
>
>
> #declare Pic= function{
>   pigment{ marble turbulence 3.35
>     color_map{
>       [0 color Black]
>       [1 color White]
>     }
>   scale <.5,.1,.5>
>   }
> }
>
> #declare R0=1;
> #declare FUNC1=function {"sphere",<R0>}
>
> #declare Planet=isosurface {
>    function{FUNC1(x,y,z)-(Pic(x,y,z)/10)}
>    bounded_by {sphere {0,2.2}}
>    method 2
>    max_gradient 10
> }
>
>
> #declare ThePlanet=union{
>   object{Planet
>     texture{
> /*      pigment{checker color Red color Green scale 1/1000}*/
>
>       pigment{bozo turbulence 3.409875
>         color_map{
>           [0, .95 color Black color Gray]
>           [.95, 1.001 color Green color Yellow]
>         }
>         scale .01
>       }
>
>       finish {phong 0.4}
>
>     }
>   }
>
>   sphere{<0,0,0>,1.035 texture{pigment {color Green} finish{ambient .7} }rotate y*1
scale .99 }
> }
>
>
> object{ThePlanet scale 1000}
>
>
> #declare ShipLoc = <-20,1085,-35>
> #declare ShipRot = <0,0,0>
> #declare CamLoc  = <7, 2, 1>
>
>
>
> camera{
> //postercam settings
>   up y*1
>   right x*2
>
>   location  CamLoc
>   look_at   <0,0,0>
>   rotate ShipRot
>   translate ShipLoc
>
> }
>
You have to remove the ship, because I didn't send the file.

>
> object{Ship2000
>   texture{
>      pigment{color White}
>      finish{Shiny}
>   }
>   rotate ShipRot
>   translate ShipLoc
> }
>
>
>
> sky_sphere{
>   pigment{bozo
>     color_map {
>       [0,0.95 color Black color Black]
>       [0.95,1 color Blue color White]
>     }
>     scale 1/500
>   }
> }
>
>
>
> #declare SunLoc=<-5000,1000,-200>*100;
>
> //cylinder{<0,0,0>,SunLoc, 100 pigment{color Red} finish{ambient 1}}
>
> light_source{SunLoc color White*5
>     looks_like{
>       sphere{<0,0,0>,50000 no_shadow
>         pigment{color White}
>         finish{ambient 1}
>       }
>     }
>   }
>
>
>
> //settings for the Lens Flare Thingy
> #declare cam_loc = CamLoc;
> #declare light_loc =  SunLoc;
> #declare lookat = ShipLoc;
> #declare sky_vect = y;
>
> #declare flare_type = "35mm"
> #declare flare_size = 1;
> #declare flare_brightness = 1;
>
> #include "nkflare.inc"
>


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From: Peter Warren
Subject: Re: The Ship again
Date: 28 Jan 2000 02:19:47
Message: <38914313@news.povray.org>
Bryan

There is a lot going on here. It's interesting to see
the various working images you posted.

I've never used lense flare so I'm no help on that.

Good luck with your Ship project.

Peter Warren
war### [at] hotmailcom


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