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I love Star Trek, really.. Nice to see others here who do, too.. I haven't
seen the "new" Enterprise yet, but I'm planning to make a realistic looking
Pov spaceship of my own.. I was thinking about, what can be done to increase
realism of textures?
On Earth, a metal texture may feature rust, organic dirt and tiny
scratches.. What would happen if a ship has some organic dirt on it, and
accelerates up through the atmosphere.. Would the dirt burn off completely?
Would it separate from the metal in outer space, due to the cold
temperature? Is it wise at all to have thin glass-like windows on a
spaceship, even with electric shields?
Hugo
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Hugo wrote:
> On Earth, a metal texture may feature rust, organic dirt and tiny
> scratches.. What would happen if a ship has some organic dirt on
> it, and accelerates up through the atmosphere.. Would the dirt
> burn off completely? Would it separate from the metal in outer
> space, due to the cold temperature? Is it wise at all to have
> thin glass-like windows on a spaceship, even with electric shields?
Look around http://spaceflight.nasa.gov (they even have shuttle
specs...I'd like a good POV model of that for scale reference
for building other space things, will probably build my own)
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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"Timothy R. Cook" wrote:
> Look around http://spaceflight.nasa.gov (they even have shuttle
> specs...I'd like a good POV model of that for scale reference
> for building other space things, will probably build my own)
As a heads up, and a note to self that I don't have to reinvent
the wheel, http://hal-pc.org/~jsb/shuttlepov.html already has a
detailed POV space shuttle.
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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"Timothy R. Cook" wrote:
> As a heads up, and a note to self that I don't have to reinvent
> the wheel, http://hal-pc.org/~jsb/shuttlepov.html already has a
> detailed POV space shuttle.
Blah it won't convert to moray, how useless. And it isn't even
built with CSGs, but smooth triangles. Do I have to do everything
myself?!
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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I think the blue is good the way it is. could you post an examle of
the code for how you aplied the ambient and radiosity?
Gary
Simon Adameit <gom### [at] gmx de> wrote in message
news:3c1cc071@news.povray.org...
> > Verry good!
> Thanks.
>
> >How did you get it to glow so nicely?
> ambient and radiosity. The only problem is I've used
> phong and specular to archieve this metall look and so the metall doesn't
> interact very good with the radiosity.
> A solution would be to use real reflection blur, but I only have a 433
> celeron, so...
> Do you think that the blue color(or is it colour?) should be a bit
lighter?
>
>
>
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A good extropolation they did for pre-TOS was the Phoenix in First Contact.
Try taking a look at that and comparing it to the TOS Enterprise.
"Timothy R. Cook" <tim### [at] scifi-fantasy com> wrote in message
news:3C1CD1B5.7B4AEC9C@scifi-fantasy.com...
> Simon Adameit wrote:
> > I've no idea how a pre-TOS look looks like.
>
> Apparently neither do the people working on 'Enterprise'.
> In other words, FAKE IT. ;) Take TOS Enterprise, compare
> with movie Enterprise, compare with TNG Enterprise, then
> do a backwards projection on style change.
>
> --
> Tim Cook
> http://empyrean.scifi-fantasy.com
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
> PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
> D++(---) G(++) e*>++ h+ !r--- !y--
> ------END GEEK CODE BLOCK------
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> I think the blue is good the way it is. could you post an examle of
> the code for how you aplied the ambient and radiosity?
>
If you don't have 3.5 I can't help you.
I suggest that you first read the docs about radiosity and then play a bit
with the settings to get a feeling of how it works. You should also take a
look at rad_def.inc
This is just thrown together in a minute, don't expect very good settings.
global_settings {
assumed_gamma 1
radiosity {
pretrace_start 0.04 // start pretrace at this size
pretrace_end 0.02 // end pretrace at this size
count 200 // higher -> higher quality (1..1600)
[35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 0.1 // higher -> smoother, less accurate [1.8]
recursion_limit 2 // how much interreflections are
calculated (1..5+)
low_error_factor .5 // reduce error_bound during last pretrace
step
gray_threshold 0.0 // increase for weakening colors (0..1)
[0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 1 // brightness of radiosity effects (0..1)
[1]
adc_bailout 0.01/2 /*
normal on // take surface normals into account [off]
media on // take media into account [off]
save_file "file_name" // save radiosity data
load_file "file_name" // load saved radiosity data
always_sample off // turn sampling in final trace off [on]
max_sample 1.0 // maximum brightness of samples */
}
}
camera{
location <0,5,-4>
sky <0.5,0,1>
direction <0,0,1>
right x*image_width/image_height
up y
angle 60
look_at <0,0,0>}
sphere{<1,1,-1.5>,1
pigment{rgb 1}
finish{ambient 0 diffuse 1}}
plane{y,0
pigment{checker rgb 0.8,1}
finish{diffuse 1 ambient 0}}
box{<-2,0,-1><2,3,1>
pigment{red 1}
finish{ambient 2}}
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yes I have 3.5, thats exactly what I wanted, a working example.
I have been reading about radiosity lately, and doing different things with
it, I just hadn't seen anything like this yet. thanks!!
Gary
Simon Adameit <gom### [at] gmx de> wrote in message
news:3c1e154d@news.povray.org...
>
> > I think the blue is good the way it is. could you post an examle of
> > the code for how you aplied the ambient and radiosity?
> >
> If you don't have 3.5 I can't help you.
> I suggest that you first read the docs about radiosity and then play a bit
> with the settings to get a feeling of how it works. You should also take a
> look at rad_def.inc
> This is just thrown together in a minute, don't expect very good settings.
>
> global_settings {
> assumed_gamma 1
> radiosity {
> pretrace_start 0.04 // start pretrace at this size
> pretrace_end 0.02 // end pretrace at this size
> count 200 // higher -> higher quality (1..1600)
> [35]
> nearest_count 5 // higher -> higher quality (1..10) [5]
> error_bound 0.1 // higher -> smoother, less accurate
[1.8]
> recursion_limit 2 // how much interreflections are
> calculated (1..5+)
>
> low_error_factor .5 // reduce error_bound during last
pretrace
> step
> gray_threshold 0.0 // increase for weakening colors (0..1)
> [0]
> minimum_reuse 0.015 // reuse of old radiosity samples
[0.015]
> brightness 1 // brightness of radiosity effects
(0..1)
> [1]
>
> adc_bailout 0.01/2 /*
> normal on // take surface normals into account [off]
> media on // take media into account [off]
> save_file "file_name" // save radiosity data
> load_file "file_name" // load saved radiosity data
> always_sample off // turn sampling in final trace off [on]
> max_sample 1.0 // maximum brightness of samples */
> }
> }
>
> camera{
> location <0,5,-4>
> sky <0.5,0,1>
> direction <0,0,1>
> right x*image_width/image_height
> up y
> angle 60
> look_at <0,0,0>}
>
> sphere{<1,1,-1.5>,1
> pigment{rgb 1}
> finish{ambient 0 diffuse 1}}
>
> plane{y,0
> pigment{checker rgb 0.8,1}
> finish{diffuse 1 ambient 0}}
>
> box{<-2,0,-1><2,3,1>
> pigment{red 1}
> finish{ambient 2}}
>
>
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My only observation from years of trekkism is that rounded hulls=good guys ships,
pointy hulls = bad guys ships.
Simon Adameit wrote:
> hi, I watched an old StarTrek film yesterday, so I decided to make my own
> StarTrekish like spaceship. Here is the beginning.
> Any comments or suggestions ?
>
> [Image]
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