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> Good idea, I have some little yellow trucks in there already, and I was
> going to make a row of markers to guide traffic.
>
> Did you notice that the front door to the city is wide open?
I did, but I thought it was because there is a force field to keep the
city's atmosphere inside. :)
>
>
>
> By the way, the new version of POV says "Parsing 14million tokens". What's
> a token, and why should I care?
>
>
a token is an object (box, sphere, triangle ....) so if you want to car
about something, it's not realy the tokens' number but the "Peak Memory
Used" (because duplicated meshes only require a very little amount of
memory for a large number of tokens)
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This is getting better and better...
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> By the way, the new version of POV says "Parsing 14million tokens". What's
> a token, and why should I care?
A token is one "syntax-unit": E.g. an operator (+-/*...), braces,
identifiers, key words, etc.
You don't have to care about it, but IMHO it's a better kind of
information than the old "................".
Florian
--
But the one, who is late, uses his time the most efficiently.
Its others who waste their time waiting...
[------------ http://www.torfbold.com - POV-Ray gallery ------------]
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This image is really getting better and better!
> It would be great if i could find a few Asteroid-nauts in spacesuits to
> place in the scene for scale.
You should be able do to some Astro-whatever-nauts with pretty simple
modelling, because they will be pretty small. Perhaps go for the "bumpy"
look of astro-suits, golden visors (?) for the helmets and jetpacks.
Florian
--
There are audacious warriors and there are old warriors.
But there are few old and audacious warriors.
[------------ http://www.torfbold.com - POV-Ray gallery ------------]
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Oh yeah.
There are 2 things going on in the radiosity that I don't like.
1. I think the media for the flames should cast a lot more light onto the
sides of the ships.
2. the little patches of green and orange light at the bottom seem wrong.
Here are my rad settings - sorry, try as I might all I can seem to do is
make the render take longer with no noticeable results...
---
global_settings {
assumed_gamma 0.8
ambient_light rgb .05
radiosity {
pretrace_start 0.08
pretrace_end 0.01
count 30
error_bound .5
low_error_factor 1
recursion_limit 1
normal on
media on
}
max_trace_level 5
}
---
"Bryan Valencia" <bry### [at] 209softwarecom> wrote in message
news:414f1322@news.povray.org...
> Thanks for all the feedback I've been getting.
>
> I think now I'll add a door to the big egg ship and some cargo coming down
> a ramp - then it seems like there should be some refueling tanks near the
> landing pads someplace, and probably some kind of radar towers.
>
> It would be great if i could find a few Asteroid-nauts in spacesuits to
> place in the scene for scale.
>
>
>
>
>
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I have always found "Rendering Line x of y (last line 0.01pph)" to be what I
need.
I DO very much enjoy the "You've been rendering for a like totally long
time, dude - are you sure you wanna just, like - quit?" message (California
version).
"Florian Brucker" <tor### [at] torfboldcom> wrote in message
news:41500d79$1@news.povray.org...
> > By the way, the new version of POV says "Parsing 14million tokens".
What's
> > a token, and why should I care?
> A token is one "syntax-unit": E.g. an operator (+-/*...), braces,
> identifiers, key words, etc.
> You don't have to care about it, but IMHO it's a better kind of
> information than the old "................".
>
> Florian
> --
> But the one, who is late, uses his time the most efficiently.
> Its others who waste their time waiting...
> [------------ http://www.torfbold.com - POV-Ray gallery ------------]
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Bryan Valencia wrote:
> Thanks for all the feedback I've been getting.
Vastly improved! :-)
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I think you should use a pretrace_end of about 0.02 or 0.04 and a
recursion_limit of 2 (take a look at rad_defs.inc for some examples)
If you want more lightning effects on your ships, you have to change
your media to get something with a saturated core ... in fact, the media
you are using seems to be something with a constant density ... you need
to have a very high density at the center of the media and a very light
density at the bounds.
The very high density of the core will enlight your ship and look more
realistic ! You should take look a this site :
http://perso.wanadoo.fr/zesly/ressources.html
> Oh yeah.
> There are 2 things going on in the radiosity that I don't like.
>
> 1. I think the media for the flames should cast a lot more light onto the
> sides of the ships.
> 2. the little patches of green and orange light at the bottom seem wrong.
>
> Here are my rad settings - sorry, try as I might all I can seem to do is
> make the render take longer with no noticeable results...
>
>
> ---
>
> global_settings {
> assumed_gamma 0.8
> ambient_light rgb .05
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.01
> count 30
> error_bound .5
> low_error_factor 1
> recursion_limit 1
> normal on
> media on
> }
> max_trace_level 5
> }
>
> ---
>
>
> "Bryan Valencia" <bry### [at] 209softwarecom> wrote in message
> news:414f1322@news.povray.org...
>
>>Thanks for all the feedback I've been getting.
>>
>>I think now I'll add a door to the big egg ship and some cargo coming down
>>a ramp - then it seems like there should be some refueling tanks near the
>>landing pads someplace, and probably some kind of radar towers.
>>
>>It would be great if i could find a few Asteroid-nauts in spacesuits to
>>place in the scene for scale.
>>
>>
>>
>>
>>
>
>
>
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> I have always found "Rendering Line x of y (last line 0.01pph)" to be what I
> need.
Well, but you only get that when parsing has already finished. When
you're parsing some complex SDL (recursion etc.), it's IMHO really
useful to have POV-Ray give you a hint about its progress...
Florian
--
Give a man a fish; you have fed him for today. Teach a man to fish;
and you will not have to listen to his incessant whining about how
hungry he is. (Author unknown)
[------------ http://www.torfbold.com - POV-Ray gallery ------------]
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Florian Brucker wrote:
> useful to have POV-Ray give you a hint about its progress...
That is, in *theory*, impossible. I mean, it can tell you how much it
has already finished, but can't tell you how much is left. Of course,
you could just look at the clock to figure out how much it has finished. :-)
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