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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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Download 'AsteroidCity3.jpg' (186 KB)
Preview of image 'AsteroidCity3.jpg'
![AsteroidCity3.jpg](/povray.binaries.images/attachment/%3C414f1322%40news.povray.org%3E/AsteroidCity3.jpg?ttop=441697&toff=6100&preview=1)
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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.
>
>
nice shot !
you should also add transports queues between the landing place and the city
(cargos / individuals ), that would give more life to the scene.
For the reactors media, you should take look a this site :
http://perso.wanadoo.fr/zesly/ressources.html
Thierry
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Bryan Valencia schrieb:
> 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.
The image is getting better with every iteration. But I alway think that
the white dots on the landing pads looking strange. I think closed
circles would look much better.
--
mat### [at] matwei de
http://www.matwei.de
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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?
By the way, the new version of POV says "Parsing 14million tokens". What's
a token, and why should I care?
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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] 209software com> 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.
>
>
>
>
>
Post a reply to this message
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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] torfbold com> 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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