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10 Aug 2024 11:19:25 EDT (-0400)
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From: Thierry CHARLES
Subject: Re: Asteroid City 3
Date: 21 Sep 2004 03:11:47
Message: <414fd433@news.povray.org>

> 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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From: Josh
Subject: Re: Asteroid City 3
Date: 21 Sep 2004 04:33:10
Message: <414fe746$1@news.povray.org>
This is getting better and better...


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From: Florian Brucker
Subject: Re: Asteroid City 3
Date: 21 Sep 2004 07:16:09
Message: <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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From: Florian Brucker
Subject: Re: Asteroid City 3
Date: 21 Sep 2004 07:18:08
Message: <41500df0$1@news.povray.org>
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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From: Bryan Valencia
Subject: Re: Asteroid City 3
Date: 21 Sep 2004 12:40:37
Message: <41505985$1@news.povray.org>
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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From: Bryan Valencia
Subject: Re: Asteroid City 3
Date: 21 Sep 2004 15:26:37
Message: <4150806d$1@news.povray.org>
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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From: Darren New
Subject: Re: Asteroid City 3
Date: 21 Sep 2004 20:35:50
Message: <4150c8e6$1@news.povray.org>
Bryan Valencia wrote:
> Thanks for all the feedback I've been getting.

Vastly improved! :-)


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From: Thierry CHARLES
Subject: Re: Asteroid City 3
Date: 22 Sep 2004 08:07:22
Message: <41516afa$1@news.povray.org>
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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From: Florian Brucker
Subject: Re: Asteroid City 3
Date: 22 Sep 2004 12:06:20
Message: <4151a2fc$1@news.povray.org>
> 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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From: Darren New
Subject: Re: Asteroid City 3
Date: 22 Sep 2004 13:20:18
Message: <4151b452@news.povray.org>
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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