POV-Ray : Newsgroups : povray.binaries.images : View to Tomorrow Server Time
6 Aug 2024 16:58:02 EDT (-0400)
  View to Tomorrow (Message 1 to 4 of 4)  
From: Sven Littkowski
Subject: View to Tomorrow
Date: 3 Oct 2006 20:39:32
Message: <452302c4@news.povray.org>
This is a scene not too far away in the future, maybe 50 years or so. the 
dirty energy sources coal and oil are nearly empty, and mankind has finally 
started to place large solar power stations in Mercury and Venus distance to 
the sun. Those stations transmit the permanently huge amount of energy to 
the Earth by radio.

This picture shows many of the large 2km-diameter solar power stations, one 
just newly arriving and adjusting into the arrays of stations. Neccessary 
power for their propulsion and interior comes straight from the sun. 
Probably there will not be humans needed, everything automatic (which is 
logical due its close position to the sun and far distance to Earth). You 
can see, in a distance, the planet Mercury.

There are two images: one the final version, the other one how the render 
result is originally. I am highly unsatisfied with the low contrast of the 
white parts of the station, it is like ambient or getting some light. I 
don't know, why. Maybe someone can help me to make it to a better scene. The 
scene code is attached, as well.


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From: Alain
Subject: Re: View to Tomorrow
Date: 3 Oct 2006 21:49:18
Message: <4523131e$1@news.povray.org>
Sven Littkowski nous apporta ses lumieres en ce 03/10/2006 20:39:
>
> There are two images: one the final version, the other one how the render 
> result is originally. I am highly unsatisfied with the low contrast of the 
> white parts of the station, it is like ambient or getting some light. I 
> don't know, why. Maybe someone can help me to make it to a better scene. The 
> scene code is attached, as well.
> 
> 
> 
> 
As those parts are away from the sun, they should be completely black, only 
showing the reflection of the stars and other stations.
You can add default{finish{ambient 0 diffuse 1}} near the top of the scene.
Or, you can add ambient 0 in the finish of your textures.
As the metals.inc include textures with high ambient. I made mine without 
ambient. (metals2.inc attached) Essential for radiosity scenes and case like 
yours where ambient is unwellcome.

Note: in radiosity, "media on" enable emissive media only to affect radiosity 
lighting. It enable such media to shed light on nearby objects. It have NO other 
effect.

-- 
Alain
-------------------------------------------------
Don't cry because it is over, smile because it happened.


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From: Sven Littkowski
Subject: Re: View to Tomorrow
Date: 10 Oct 2006 14:19:12
Message: <452be420@news.povray.org>
Thanks! It works now!

Sven




"Alain" <ele### [at] netscapenet> schrieb im Newsbeitrag 
news:4523131e$1@news.povray.org...
> Sven Littkowski nous apporta ses lumieres en ce 03/10/2006 20:39:
>>
>> There are two images: one the final version, the other one how the render
>> result is originally. I am highly unsatisfied with the low contrast of 
>> the
>> white parts of the station, it is like ambient or getting some light. I
>> don't know, why. Maybe someone can help me to make it to a better scene. 
>> The
>> scene code is attached, as well.
>>
>>
>>
>>
> As those parts are away from the sun, they should be completely black, 
> only
> showing the reflection of the stars and other stations.
> You can add default{finish{ambient 0 diffuse 1}} near the top of the 
> scene.
> Or, you can add ambient 0 in the finish of your textures.
> As the metals.inc include textures with high ambient. I made mine without
> ambient. (metals2.inc attached) Essential for radiosity scenes and case 
> like
> yours where ambient is unwellcome.
>
> Note: in radiosity, "media on" enable emissive media only to affect 
> radiosity
> lighting. It enable such media to shed light on nearby objects. It have NO 
> other
> effect.
>
> -- 
> Alain
> -------------------------------------------------
> Don't cry because it is over, smile because it happened.
>


--------------------------------------------------------------------------------


> #ifndef(Metals_Inc_Temp)
> #declare Metals_Inc_Temp=version;
> #version 3.5;
>
> #ifdef(View_POV_Include_Stack)
> #   debug "including metals.inc\n"
> #end
>
> /*
>              Persistence of Vision Raytracer Version 3.1
>               Metallic pigments, finishes, and textures.
>
>
> *****************************************************************************
>                           BASIC METAL COLORS
> *****************************************************************************
> Note: Describing metallic textures is difficult, at best.  The 
> reflectivity
> and other qualities make them highly dependant on lighting and 
> surroundings.
>
> The following notes are intended as a rough guide only.
> P_Brass1: Dark brown bronze.
> P_Brass2: Somewhat lighter brown than Brass4. Old penny, in soft finishes.
> P_Brass3: Used by Steve Anger's Polished_Brass. Slightly coppery.
> P_Brass4: A little yellower than Brass1.
> P_Brass5: Very light bronze, ranges from med tan to almost white.
>
> P_Copper1: bronze-like.  Best in finish #C.
> P_Copper2: slightly brownish copper/bronze.  Best in finishes #B-#D.
> P_Copper3: reddish-brown copper.  Best in finishes #C-#E.
> P_Copper4: pink copper, like new tubing.  Best in finishes #C-#E.
> P_Copper5: Bronze in softer finishes, gold in harder finishes.
>
> P_Chrome1: 20% Gray. Used in Steve Anger's Polished_Chrome.
> P_Chrome2: Slightly blueish 60% gray. Good steel w/finish #A
> P_Chrome3: 50% neutral gray.
> P_Chrome4: 75% neutral gray.
> P_Chrome5: 95% neutral gray.
>
> P_Silver1: Yellowish silverplate.  Somewhat tarnished looking.
> P_Silver2: Not quite as yellowish as Silver1 but more so than Silver3.
> P_Silver3: Reasonably neutral silver.
> P_Silver4: REDUNDANT (unused)Roseatre
> P_Silver5: REDUNDANT (unused)Verdatre
>
> */
>
> #include "golds.inc"
>
> #declare P_Brass1    = color rgb <0.30, 0.20, 0.10>;
> #declare P_Brass2    = color rgb <0.50, 0.35, 0.25>;
> #declare P_Brass3    = color rgb <0.58, 0.42, 0.20>;
> #declare P_Brass4    = color rgb <0.65, 0.50, 0.25>;
> #declare P_Brass5    = color rgb <0.70, 0.55, 0.40>;
>
> #declare P_Copper1   = color rgb <0.40, 0.20, 0.15>;
> #declare P_Copper2   = color rgb <0.50, 0.25, 0.15>;
> #declare P_Copper3   = color rgb <0.60, 0.30, 0.15>;
> #declare P_Copper4   = color rgb <0.70, 0.25, 0.15>;
> #declare P_Copper5   = color rgb <0.65, 0.35, 0.15>;
>
> #declare P_Chrome1   = color rgb <0.20, 0.20, 0.20>;
> #declare P_Chrome2   = color rgb <0.39, 0.41, 0.43>;
> #declare P_Chrome3   = color rgb <0.50, 0.50, 0.50>;
> #declare P_Chrome4   = color rgb <0.75, 0.75, 0.75>;
> #declare P_Chrome5   = color rgb <0.95, 0.95, 0.95>;
>
> #declare P_Silver1   = color rgb <0.94, 0.93, 0.80>;
> #declare P_Silver2   = color rgb <0.94, 0.93, 0.85>;
> #declare P_Silver3   = color rgb <0.94, 0.93, 0.90>;
> #declare P_Silver4   = color rgb <0.95, 0.91, 0.91>;
> #declare P_Silver5   = color rgb <0.91, 0.95, 0.91>;
>
> //*****************************************************
> // Macros
> //*****************************************************
>
> #macro GoldCol(Type)
>    #switch(Type)
>        #case(1) color rgb <1.000, 0.675, 0.175> #break // Dim, nearly 
> orange gold. Might pass for copper.
>        #case(2) color rgb <1.000, 0.725, 0.275> #break // Lighter than 
> Gold1 but still dim.
>        #case(3) color rgb <1.000, 0.775, 0.375> #break // Mediam gold, 
> close to goldenrod.
>        #case(4) color rgb <1.000, 0.825, 0.475> #break // Slightly dimmer 
> than Gold5 but still bright.
>        #case(5) color rgb <1.000, 0.875, 0.575> #break // Bright, yellow 
> gold.
>    #end
> #end
>
> #macro BrassCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.30, 0.20, 0.10> #break // Dark brown bronze.
>        #case(2) color rgb <0.50, 0.35, 0.25> #break // Somewhat lighter 
> brown than Brass4. Old penny, in soft finishes.
>        #case(3) color rgb <0.58, 0.42, 0.20> #break // Used by Steve 
> Anger's Polished_Brass. Slightly coppery.
>        #case(4) color rgb <0.65, 0.50, 0.25> #break // A little yellower 
> than Brass1.
>        #case(5) color rgb <0.70, 0.55, 0.40> #break // Very light bronze, 
> ranges from med tan to almost white.
>    #end
> #end
>
> #macro ChromeCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.20, 0.20, 0.20> #break // 20% Gray. Used in 
> Steve Anger's Polished_Chrome.
>        #case(2) color rgb <0.39, 0.41, 0.43> #break // Slightly blueish 
> 60% gray. Good steel w/finish #A.
>        #case(3) color rgb <0.50, 0.50, 0.50> #break // 50% neutral gray.
>        #case(4) color rgb <0.75, 0.75, 0.75> #break // 75% neutral gray.
>        #case(5) color rgb <0.95, 0.95, 0.95> #break // 95% neutral gray.
>    #end
> #end
>
> #macro CopperCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.40, 0.20, 0.15> #break // bronze-like.  Best 
> in finish #C.
>        #case(2) color rgb <0.50, 0.25, 0.15> #break // slightly brownish 
> copper/bronze.  Best in finishes #B-#D.
>        #case(3) color rgb <0.60, 0.30, 0.15> #break // reddish-brown 
> copper.  Best in finishes #C-#E.
>        #case(4) color rgb <0.70, 0.25, 0.15> #break // pink copper, like 
> new tubing.  Best in finishes #C-#E.
>        #case(5) color rgb <0.65, 0.35, 0.15> #break // Bronze in softer 
> finishes, gold in harder finishes.
>    #end
> #end
>
> #macro SilverCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.94, 0.93, 0.80> #break // Yellowish 
> silverplate. Somewhat tarnished looking.
>        #case(2) color rgb <0.94, 0.93, 0.85> #break // Not quite as 
> yellowish as Silver1 but more so than Silver3.
>        #case(3) color rgb <0.94, 0.93, 0.90> #break // Reasonably neutral 
> silver.
>        #case(4) color rgb <0.95, 0.91, 0.91> #break // REDUNDANT (unused)
>        #case(5) color rgb <0.91, 0.95, 0.91> #break // REDUNDANT (unused)
>    #end
> #end
>
> #macro IronCol(Type)
>    #switch(Type)
>        #case(1) color rgb <0.05, 0.05, 0.05> #break // Near-black, wrought 
> iron.
>        #case(2) color rgb <0.10, 0.10, 0.10> #break // Slightly lighter 
> pig-iron.
>        #case(3) color rgb <0.15, 0.15, 0.20> #break // Dim steel.
>        #case(4) color rgb <0.10, 0.05, 0.05> #break // Somewhat rusted 
> iron, reddish.
>        #case(5) color rgb <0.20, 0.17, 0.15> #break // Somewhat rusted 
> steel, orange.
>    #end
> #end
>
>
> //*****************************************************************************
> //                           BASIC METAL FINISHES
> //*****************************************************************************
>
> // F_MetalA  :  Very soft and dull.
> // F_MetalB  :  Fairly soft and dull.
> // F_MetalC  :  Medium reflectivity. Holds color well.
> // F_MetalD  :  Highly hard and polished. High reflectivity.
> // F_MetalE  :  Very highly polished & reflective.
>
> #declare F_MetalA  =
> finish {
>    ambient 0
>    brilliance 2
>    diffuse 0.3
>    metallic
>    specular 0.80
>    roughness 1/20
>    reflection 0.1
> }
>
> #declare F_MetalB  =
> finish {
>    ambient 0
>    brilliance 3
>    diffuse 0.24
>    metallic
>    specular 0.70
>    roughness 1/60
>    reflection 0.25
> }
>
> #declare F_MetalC  =
> finish {
>    ambient 0
>    brilliance 4
>    diffuse 0.15
>    metallic
>    specular 0.80
>    roughness 1/80
>    reflection 0.5
> }
>
> #declare F_MetalD  =
> finish {
>    ambient 0
>    brilliance 5
>    diffuse 0.06
>    metallic
>    specular 0.80
>    roughness 1/100
>    reflection 0.65
> }
>
> #declare F_MetalE  =
> finish {
>    ambient 0
>    brilliance 6
>    diffuse 0.03
>    metallic
>    specular 0.80
>    roughness 1/120
>    reflection 0.8
> }
>
> // Equivalant en macro
>
> #macro MetFinish(Type)
>    #switch(Type)
>        #case(1) // Very soft and dull.
>            ambient 0.00
>            brilliance 2
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.80
>            roughness 1/20
>            reflection { 0.05, 0.15 metallic }
>        #break
>        #case(2) // Fairly soft and dull.
>            ambient 0.00
>            brilliance 3
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.70
>            roughness 1/60
>            reflection { 0.10, 0.25 metallic }
>        #break
>        #case(3) // Medium reflectivity. Holds color well.
>            ambient 0.00
>            brilliance 4
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.80
>            roughness 1/80
>            reflection { 0.20, 0.50 metallic }
>        #break
>        #case(4) // Highly hard and polished. High reflectivity.
>            ambient 0.00
>            brilliance 5
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.80
>            roughness 1/100
>            reflection { 0.25, 0.65 metallic }
>        #break
>        #case(5) // Very highly polished & reflective.
>            ambient 0.00
>            brilliance 6
>            diffuse 1.0
>            conserve_energy
>            metallic
>            specular 0.80
>            roughness 1/120
>            reflection { 0.30, 0.8 metallic }
>        #break
>    #end
> #end
>
> //*****************************************************************************
> //                           METAL TEXTURES
> //*****************************************************************************
>
> //                              BRASSES
> #declare T_Brass_1A = texture { pigment { P_Brass1 } finish { 
> F_MetalA  } }
> #declare T_Brass_1B = texture { pigment { P_Brass1 } finish { 
> F_MetalB  } }
> #declare T_Brass_1C = texture { pigment { P_Brass1 } finish { 
> F_MetalC  } }
> #declare T_Brass_1D = texture { pigment { P_Brass1 } finish { 
> F_MetalD  } }
> #declare T_Brass_1E = texture { pigment { P_Brass1 } finish { 
> F_MetalE  } }
>
> #declare T_Brass_2A = texture { pigment { P_Brass2 } finish { 
> F_MetalA  } }
> #declare T_Brass_2B = texture { pigment { P_Brass2 } finish { 
> F_MetalB  } }
> #declare T_Brass_2C = texture { pigment { P_Brass2 } finish { 
> F_MetalC  } }
> #declare T_Brass_2D = texture { pigment { P_Brass2 } finish { 
> F_MetalD  } }
> #declare T_Brass_2E = texture { pigment { P_Brass2 } finish { 
> F_MetalE  } }
>
> #declare T_Brass_3A = texture { pigment { P_Brass3 } finish { 
> F_MetalA  } }
> #declare T_Brass_3B = texture { pigment { P_Brass3 } finish { 
> F_MetalB  } }
> #declare T_Brass_3C = texture { pigment { P_Brass3 } finish { 
> F_MetalC  } }
> #declare T_Brass_3D = texture { pigment { P_Brass3 } finish { 
> F_MetalD  } }
> #declare T_Brass_3E = texture { pigment { P_Brass3 } finish { 
> F_MetalE  } }
>
> #declare T_Brass_4A = texture { pigment { P_Brass4 } finish { 
> F_MetalA  } }
> #declare T_Brass_4B = texture { pigment { P_Brass4 } finish { 
> F_MetalB  } }
> #declare T_Brass_4C = texture { pigment { P_Brass4 } finish { 
> F_MetalC  } }
> #declare T_Brass_4D = texture { pigment { P_Brass4 } finish { 
> F_MetalD  } }
> #declare T_Brass_4E = texture { pigment { P_Brass4 } finish { 
> F_MetalE  } }
>
> #declare T_Brass_5A = texture { pigment { P_Brass5 } finish { 
> F_MetalA  } }
> #declare T_Brass_5B = texture { pigment { P_Brass5 } finish { 
> F_MetalB  } }
> #declare T_Brass_5C = texture { pigment { P_Brass5 } finish { 
> F_MetalC  } }
> #declare T_Brass_5D = texture { pigment { P_Brass5 } finish { 
> F_MetalD  } }
> #declare T_Brass_5E = texture { pigment { P_Brass5 } finish { 
> F_MetalE  } }
>
> //                           COPPERS & BRONZES
> #declare T_Copper_1A = texture { pigment { P_Copper1 } finish { 
> _MetalA  } }
> #declare T_Copper_1B = texture { pigment { P_Copper1 } finish { 
> _MetalB  } }
> #declare T_Copper_1C = texture { pigment { P_Copper1 } finish { 
> _MetalC  } }
> #declare T_Copper_1D = texture { pigment { P_Copper1 } finish { 
> _MetalD  } }
> #declare T_Copper_1E = texture { pigment { P_Copper1 } finish { 
> _MetalE  } }
>
> #declare T_Copper_2A = texture { pigment { P_Copper2 } finish { 
> _MetalA  } }
> #declare T_Copper_2B = texture { pigment { P_Copper2 } finish { 
> _MetalB  } }
> #declare T_Copper_2C = texture { pigment { P_Copper2 } finish { 
> _MetalC  } }
> #declare T_Copper_2D = texture { pigment { P_Copper2 } finish { 
> _MetalD  } }
> #declare T_Copper_2E = texture { pigment { P_Copper2 } finish { 
> _MetalE  } }
>
> #declare T_Copper_3A = texture { pigment { P_Copper3 } finish { 
> _MetalA  } }
> #declare T_Copper_3B = texture { pigment { P_Copper3 } finish { 
> _MetalB  } }
> #declare T_Copper_3C = texture { pigment { P_Copper3 } finish { 
> _MetalC  } }
> #declare T_Copper_3D = texture { pigment { P_Copper3 } finish { 
> _MetalD  } }
> #declare T_Copper_3E = texture { pigment { P_Copper3 } finish { 
> _MetalE  } }
>
> #declare T_Copper_4A = texture { pigment { P_Copper4 } finish { 
> _MetalA  } }
> #declare T_Copper_4B = texture { pigment { P_Copper4 } finish { 
> _MetalB  } }
> #declare T_Copper_4C = texture { pigment { P_Copper4 } finish { 
> _MetalC  } }
> #declare T_Copper_4D = texture { pigment { P_Copper4 } finish { 
> _MetalD  } }
> #declare T_Copper_4E = texture { pigment { P_Copper4 } finish { 
> _MetalE  } }
>
> #declare T_Copper_5A = texture { pigment { P_Copper5 } finish { 
> _MetalA  } }
> #declare T_Copper_5B = texture { pigment { P_Copper5 } finish { 
> _MetalB  } }
> #declare T_Copper_5C = texture { pigment { P_Copper5 } finish { 
> _MetalC  } }
> #declare T_Copper_5D = texture { pigment { P_Copper5 } finish { 
> _MetalD  } }
> #declare T_Copper_5E = texture { pigment { P_Copper5 } finish { 
> _MetalE  } }
>
> //                           CHROMES & STEELS
> #declare T_Chrome_1A = texture { pigment { P_Chrome1 } finish { 
> _MetalA  } }
> #declare T_Chrome_1B = texture { pigment { P_Chrome1 } finish { 
> _MetalB  } }
> #declare T_Chrome_1C = texture { pigment { P_Chrome1 } finish { 
> _MetalC  } }
> #declare T_Chrome_1D = texture { pigment { P_Chrome1 } finish { 
> _MetalD  } }
> #declare T_Chrome_1E = texture { pigment { P_Chrome1 } finish { 
> _MetalE  } }
>
> #declare T_Chrome_2A = texture { pigment { P_Chrome2 } finish { 
> _MetalA  } }
> #declare T_Chrome_2B = texture { pigment { P_Chrome2 } finish { 
> _MetalB  } }
> #declare T_Chrome_2C = texture { pigment { P_Chrome2 } finish { 
> _MetalC  } }
> #declare T_Chrome_2D = texture { pigment { P_Chrome2 } finish { 
> _MetalD  } }
> #declare T_Chrome_2E = texture { pigment { P_Chrome2 } finish { 
> _MetalE  } }
>
> #declare T_Chrome_3A = texture { pigment { P_Chrome3 } finish { 
> _MetalA  } }
> #declare T_Chrome_3B = texture { pigment { P_Chrome3 } finish { 
> _MetalB  } }
> #declare T_Chrome_3C = texture { pigment { P_Chrome3 } finish { 
> _MetalC  } }
> #declare T_Chrome_3D = texture { pigment { P_Chrome3 } finish { 
> _MetalD  } }
> #declare T_Chrome_3E = texture { pigment { P_Chrome3 } finish { 
> _MetalE  } }
>
> #declare T_Chrome_4A = texture { pigment { P_Chrome4 } finish { 
> _MetalA  } }
> #declare T_Chrome_4B = texture { pigment { P_Chrome4 } finish { 
> _MetalB  } }
> #declare T_Chrome_4C = texture { pigment { P_Chrome4 } finish { 
> _MetalC  } }
> #declare T_Chrome_4D = texture { pigment { P_Chrome4 } finish { 
> _MetalD  } }
> #declare T_Chrome_4E = texture { pigment { P_Chrome4 } finish { 
> _MetalE  } }
>
> #declare T_Chrome_5A = texture { pigment { P_Chrome5 } finish { 
> _MetalA  } }
> #declare T_Chrome_5B = texture { pigment { P_Chrome5 } finish { 
> _MetalB  } }
> #declare T_Chrome_5C = texture { pigment { P_Chrome5 } finish { 
> _MetalC  } }
> #declare T_Chrome_5D = texture { pigment { P_Chrome5 } finish { 
> _MetalD  } }
> #declare T_Chrome_5E = texture { pigment { P_Chrome5 } finish { 
> _MetalE  } }
>
> //                               SILVERS
> #declare T_Silver_1A = texture { pigment { P_Silver1 } finish { 
> _MetalA  } }
> #declare T_Silver_1B = texture { pigment { P_Silver1 } finish { 
> _MetalB  } }
> #declare T_Silver_1C = texture { pigment { P_Silver1 } finish { 
> _MetalC  } }
> #declare T_Silver_1D = texture { pigment { P_Silver1 } finish { 
> _MetalD  } }
> #declare T_Silver_1E = texture { pigment { P_Silver1 } finish { 
> _MetalE  } }
>
> #declare T_Silver_2A = texture { pigment { P_Silver2 } finish { 
> _MetalA  } }
> #declare T_Silver_2B = texture { pigment { P_Silver2 } finish { 
> _MetalB  } }
> #declare T_Silver_2C = texture { pigment { P_Silver2 } finish { 
> _MetalC  } }
> #declare T_Silver_2D = texture { pigment { P_Silver2 } finish { 
> _MetalD  } }
> #declare T_Silver_2E = texture { pigment { P_Silver2 } finish { 
> _MetalE  } }
>
> #declare T_Silver_3A = texture { pigment { P_Silver3 } finish { 
> _MetalA  } }
> #declare T_Silver_3B = texture { pigment { P_Silver3 } finish { 
> _MetalB  } }
> #declare T_Silver_3C = texture { pigment { P_Silver3 } finish { 
> _MetalC  } }
> #declare T_Silver_3D = texture { pigment { P_Silver3 } finish { 
> _MetalD  } }
> #declare T_Silver_3E = texture { pigment { P_Silver3 } finish { 
> _MetalE  } }
>
> #declare T_Silver_4A = texture { pigment { P_Silver4 } finish { 
> _MetalA  } }
> #declare T_Silver_4B = texture { pigment { P_Silver4 } finish { 
> _MetalB  } }
> #declare T_Silver_4C = texture { pigment { P_Silver4 } finish { 
> _MetalC  } }
> #declare T_Silver_4D = texture { pigment { P_Silver4 } finish { 
> _MetalD  } }
> #declare T_Silver_4E = texture { pigment { P_Silver4 } finish { 
> _MetalE  } }
>
> #declare T_Silver_5A = texture { pigment { P_Silver5 } finish { 
> _MetalA  } }
> #declare T_Silver_5B = texture { pigment { P_Silver5 } finish { 
> _MetalB  } }
> #declare T_Silver_5C = texture { pigment { P_Silver5 } finish { 
> _MetalC  } }
> #declare T_Silver_5D = texture { pigment { P_Silver5 } finish { 
> _MetalD  } }
> #declare T_Silver_5E = texture { pigment { P_Silver5 } finish { 
> _MetalE  } }
>
> //                       Macros Standard Metals
>
> #macro MetalTex(Type, Col, Fin)
>    #if(strcmp(Type, "Gold")=0) pigment { GoldCol(Col) } #end
>    #if(strcmp(Type, "Silver")=0) pigment { SilverCol(Col) } #end
>    #if(strcmp(Type, "Brass")=0) pigment { BrassCol(Col) } #end
>    #if(strcmp(Type, "Copper")=0) pigment { CopperCol(Col) } #end
>    #if(strcmp(Type, "Chrome")=0) pigment { ChromeCol(Col) } #end
>    #if(strcmp(Type, "Iron")=0) pigment { IronCol(Col) } #end
>    finish { MetFinish(Fin) }
> #end
>
> //                        User-defined metallic texture
>
> #macro MetalCol(Col, Fin)
>    pigment { rgb Col }
>    finish { MetFinish(Fin) }
> #end
>
> #version Metals_Inc_Temp;
> #end
>


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From: EagleSun
Subject: Re: View to Tomorrow
Date: 11 Oct 2006 22:00:00
Message: <web.452da0ea2797d75c5862e4250@news.povray.org>
"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote:

Hi Sven!

> This is a scene not too far away in the future, maybe 50 years or so. the
> dirty energy sources coal and oil are nearly empty, and mankind has finally
> started to place large solar power stations in Mercury and Venus distance to
> the sun. Those stations transmit the permanently huge amount of energy to
> the Earth by radio.
>
> This picture shows many of the large 2km-diameter solar power stations, one
> just newly arriving and adjusting into the arrays of stations. Neccessary
> power for their propulsion and interior comes straight from the sun.
> Probably there will not be humans needed, everything automatic (which is
> logical due its close position to the sun and far distance to Earth). You
> can see, in a distance, the planet Mercury.

Yeah I see it!  Pretty cool!

Have you had any luck using my atmosphere code?


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