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13 Oct 2026 16:55:04 EDT (-0400)
  The Abyss (Message 1 to 29 of 29)  
From: Sven Littkowski
Subject: The Abyss
Date: 11 Nov 2006 07:25:50
Message: <4555c14e@news.povray.org>
I am working on some underwater scenes. This here is not yet finished, but 
shows the modular structure of that underwater base.

It is a base situated on the seabed, maybe around 100 meters deep. The 
control tower is built already, as well as the so important tunnel system 
which will connect all modules. There are also some storage silos. The 
divers are preparing the installation of a power plant, of some farming 
complexes, and of the personal accomodations.

Each module contains full interior design! It is possible to have animated 
sequences through tunnels and modules.

Problems:

I am still working with FOG as water simulator, but that affects the 
atmosphere inside the structures, as well. I urgently need to replace Fog 
with somethjing better. Anyone having an idea?

Greetings,

Sven


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Preview of image 'Deep Sea 01.jpg'
Deep Sea 01.jpg


 

From: Tek
Subject: Re: The Abyss
Date: 11 Nov 2006 08:11:37
Message: <4555cc09@news.povray.org>
I'm using an emitting and absorbing media, you can tweak the colours of the 
two effects independently so you can get a much more realistic look. The 
absorption affects the colour things fade when close to you, emission 
controls the colour things fade in the distance (although it's multiplied by 
the absorption colour)

My water's interior is this:
   ior 1.33
   media {
    absorption rgb 1/<.1,1,.7>
    emission rgb .1*<.0,.1,.2>
    density {
     rgb .2
    }
   }

I've written the absorption as 1/something so it's easier to see what colour 
it will appear, though obviously that colour can't have any zeros because it 
would get division by zero!

-- 
Tek
http://evilsuperbrain.com

"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message 
news:4555c14e@news.povray.org...
>I am working on some underwater scenes. This here is not yet finished, but 
>shows the modular structure of that underwater base.
>
> It is a base situated on the seabed, maybe around 100 meters deep. The 
> control tower is built already, as well as the so important tunnel system 
> which will connect all modules. There are also some storage silos. The 
> divers are preparing the installation of a power plant, of some farming 
> complexes, and of the personal accomodations.
>
> Each module contains full interior design! It is possible to have animated 
> sequences through tunnels and modules.
>
> Problems:
>
> I am still working with FOG as water simulator, but that affects the 
> atmosphere inside the structures, as well. I urgently need to replace Fog 
> with somethjing better. Anyone having an idea?
>
> Greetings,
>
> Sven
>
>
>
>


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 12 Nov 2006 05:31:32
Message: <4556f804@news.povray.org>
Hi Tek,

thanks for your suggestion. I tried it, but don't come close to a result as 
you see in my image.

Can you modify your suggestion in a way that the result is very close to a 
fog?

I am adding the scene file, so you can test.

Thanks,

Sven


"Tek" <tek### [at] evilsuperbraincom> schrieb im Newsbeitrag 
news:4555cc09@news.povray.org...
> I'm using an emitting and absorbing media, you can tweak the colours of 
> the
> two effects independently so you can get a much more realistic look. The
> absorption affects the colour things fade when close to you, emission
> controls the colour things fade in the distance (although it's multiplied 
> by
> the absorption colour)
>
> My water's interior is this:
>   ior 1.33
>   media {
>    absorption rgb 1/<.1,1,.7>
>    emission rgb .1*<.0,.1,.2>
>    density {
>     rgb .2
>    }
>   }
>
> I've written the absorption as 1/something so it's easier to see what 
> colour
> it will appear, though obviously that colour can't have any zeros because 
> it
> would get division by zero!
>
> -- 
> Tek
> http://evilsuperbrain.com
>
> "Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
> news:4555c14e@news.povray.org...
>>I am working on some underwater scenes. This here is not yet finished, but
>>shows the modular structure of that underwater base.
>>
>> It is a base situated on the seabed, maybe around 100 meters deep. The
>> control tower is built already, as well as the so important tunnel system
>> which will connect all modules. There are also some storage silos. The
>> divers are preparing the installation of a power plant, of some farming
>> complexes, and of the personal accomodations.
>>
>> Each module contains full interior design! It is possible to have 
>> animated
>> sequences through tunnels and modules.
>>
>> Problems:
>>
>> I am still working with FOG as water simulator, but that affects the
>> atmosphere inside the structures, as well. I urgently need to replace Fog
>> with somethjing better. Anyone having an idea?
>>
>> Greetings,
>>
>> Sven
>>
>>
>>
>>
>
>


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Attachments:
Download 'Tiefsee.pov.txt' (20 KB)

From: Tek
Subject: Re: The Abyss
Date: 12 Nov 2006 20:57:14
Message: <4557d0fa@news.povray.org>
Okay there's a few problems with your media definition, try this instead:

box // instead of Fog
{
 < -1000.0, -1000.0, -1000.0 > < 1000.0, 1000.0, 1000.0 >
 hollow  //VERY IMPORTANT!
 pigment { rgbt 1 } //in case the camera is outside it or anything
 interior
 {
  //ior 1.33 not needed since both camera & subject are underwater
  media
  {
   absorption rgb 1/< 0.1, 1.0, 0.7>
   emission rgb 0.1 * < 0.0, 0.1, 0.2>
   density { rgb .02 } //needs to be quite low because you need to see 
fairly far
  }
 }
}

That should give you a starting point so you can adjust the colours & 
density to get the desired effect.

Incidentally, even with fog & media turned off your scene is mostly green, I 
suggest you try lighting it & colouring it white and allow the media to do 
all the colouring.

-- 
Tek
http://evilsuperbrain.com

"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message 
news:4556f804@news.povray.org...
> Hi Tek,
>
> thanks for your suggestion. I tried it, but don't come close to a result 
> as you see in my image.
>
> Can you modify your suggestion in a way that the result is very close to a 
> fog?
>
> I am adding the scene file, so you can test.
>
> Thanks,
>
> Sven
>
>
> "Tek" <tek### [at] evilsuperbraincom> schrieb im Newsbeitrag 
> news:4555cc09@news.povray.org...
>> I'm using an emitting and absorbing media, you can tweak the colours of 
>> the
>> two effects independently so you can get a much more realistic look. The
>> absorption affects the colour things fade when close to you, emission
>> controls the colour things fade in the distance (although it's multiplied 
>> by
>> the absorption colour)
>>
>> My water's interior is this:
>>   ior 1.33
>>   media {
>>    absorption rgb 1/<.1,1,.7>
>>    emission rgb .1*<.0,.1,.2>
>>    density {
>>     rgb .2
>>    }
>>   }
>>
>> I've written the absorption as 1/something so it's easier to see what 
>> colour
>> it will appear, though obviously that colour can't have any zeros because 
>> it
>> would get division by zero!
>>
>> -- 
>> Tek
>> http://evilsuperbrain.com
>>
>> "Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
>> news:4555c14e@news.povray.org...
>>>I am working on some underwater scenes. This here is not yet finished, 
>>>but
>>>shows the modular structure of that underwater base.
>>>
>>> It is a base situated on the seabed, maybe around 100 meters deep. The
>>> control tower is built already, as well as the so important tunnel 
>>> system
>>> which will connect all modules. There are also some storage silos. The
>>> divers are preparing the installation of a power plant, of some farming
>>> complexes, and of the personal accomodations.
>>>
>>> Each module contains full interior design! It is possible to have 
>>> animated
>>> sequences through tunnels and modules.
>>>
>>> Problems:
>>>
>>> I am still working with FOG as water simulator, but that affects the
>>> atmosphere inside the structures, as well. I urgently need to replace 
>>> Fog
>>> with somethjing better. Anyone having an idea?
>>>
>>> Greetings,
>>>
>>> Sven
>>>
>>>
>>>
>>>
>>
>>
>
>
>


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From: Afishionado
Subject: Re: The Abyss
Date: 13 Nov 2006 16:40:01
Message: <web.4558e59ac3db15f54d55924e0@news.povray.org>
Freaking awesome! :-)


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 14 Nov 2006 11:37:44
Message: <4559f0d8@news.povray.org>
Hi Tek,

thanks a lot for your code! I tried out, and it is better than my own 
attempts. Hmm, still, I am not entirely satisfied. Tek, let me show you with 
a real photo what I have in mind: The photo shows many small parts in the 
water. I think my scene could need some of those, as well. And the distance 
is kinda unsharp (blurred). That would be fine, too. Finally, I wonder if I 
should use a normal camera for the underwater scene, what do you think?

Thanks,

Sven


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Attachments:
Download 'Deep Sea Scene 01.jpg' (22 KB)

Preview of image 'Deep Sea Scene 01.jpg'
Deep Sea Scene 01.jpg


 

From: Tek
Subject: Re: The Abyss
Date: 14 Nov 2006 13:51:34
Message: <455a1036$1@news.povray.org>
Well to get that blur you'd need to use focal blur, that will make it render 
slower. For those glowing small particles I'd probably cheat and use small 
discs or spheres placed randomly near the camera. Incidentally the reason 
those particles are so visible is that the light in that photo is mounted 
near the camera, meaning particles very close to the camera are very 
brightly lit, and things in the distance are much darker than they would be 
just from the fogging in the water, because of the falloff of the light away 
from the camera.

-- 
Tek
http://evilsuperbrain.com

"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message 
news:4559f0d8@news.povray.org...
> Hi Tek,
>
> thanks a lot for your code! I tried out, and it is better than my own 
> attempts. Hmm, still, I am not entirely satisfied. Tek, let me show you 
> with a real photo what I have in mind: The photo shows many small parts in 
> the water. I think my scene could need some of those, as well. And the 
> distance is kinda unsharp (blurred). That would be fine, too. Finally, I 
> wonder if I should use a normal camera for the underwater scene, what do 
> you think?
>
> Thanks,
>
> Sven
>
>
>
>
>


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From: Jim Charter
Subject: Re: The Abyss
Date: 15 Nov 2006 03:05:50
Message: <455aca5e@news.povray.org>
Sven Littkowski wrote:
> Hi Tek,
> 
> thanks a lot for your code! I tried out, and it is better than my own 
> attempts. Hmm, still, I am not entirely satisfied. Tek, let me show you with 
> a real photo what I have in mind: The photo shows many small parts in the 
> water. I think my scene could need some of those, as well. And the distance 
> is kinda unsharp (blurred). That would be fine, too. Finally, I wonder if I 
> should use a normal camera for the underwater scene, what do you think?
> 
> Thanks,
> 
> Sven
> 
> 
> 
> 
> 
I have also tried for something like that a while back, see attached.

this is the code, you might try playing with it:

interior {
#local S_low = 60;
#local S_high = 100;
media {                 //pea
         scattering {
                 1,
                 1
                 extinction 1.0

         }
         density {
                 granite
                 turbulence 0
                 scale .03125
                 color_map {
                   [0.00 rgb 0]
                   [0.85 rgb 0]
                   [0.90 rgb <.004,.006,.002>*1.4]
                   [1.00 rgb <.004,.006,.002>*1.4]
                 }
         }
         samples S_low, S_high
}
media {                 //large pieces
         scattering {
                 1,
                 1
                 extinction 1.0

         }
         density {
                 granite
                 turbulence .1
                 scale 5.5
                 color_map {
                   [0.000 rgb <.025,.025,.022>*3]
                   [0.030 rgb <.025,.025,.022>*3]
                   [0.035 rgb 0]
                   [1.000 rgb 0]
                 }
         }
         samples S_low, S_high
}
}


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scene.jpg


 

From: Sven Littkowski
Subject: Re: The Abyss
Date: 15 Nov 2006 03:37:42
Message: <455ad1d6$1@news.povray.org>
Not bad! I like it!

And yes, I will try out!

Sven



"Jim Charter" <jrc### [at] msncom> schrieb im Newsbeitrag 
news:455aca5e@news.povray.org...
> Sven Littkowski wrote:
>> Hi Tek,
>>
>> thanks a lot for your code! I tried out, and it is better than my own
>> attempts. Hmm, still, I am not entirely satisfied. Tek, let me show you 
>> with
>> a real photo what I have in mind: The photo shows many small parts in the
>> water. I think my scene could need some of those, as well. And the 
>> distance
>> is kinda unsharp (blurred). That would be fine, too. Finally, I wonder if 
>> I
>> should use a normal camera for the underwater scene, what do you think?
>>
>> Thanks,
>>
>> Sven
>>
>>
>>
>>
>>
> I have also tried for something like that a while back, see attached.
>
> this is the code, you might try playing with it:
>
> interior {
> #local S_low = 60;
> #local S_high = 100;
> media {                 //pea
>         scattering {
>                 1,
>                 1
>                 extinction 1.0
>
>         }
>         density {
>                 granite
>                 turbulence 0
>                 scale .03125
>                 color_map {
>                   [0.00 rgb 0]
>                   [0.85 rgb 0]
>                   [0.90 rgb <.004,.006,.002>*1.4]
>                   [1.00 rgb <.004,.006,.002>*1.4]
>                 }
>         }
>         samples S_low, S_high
> }
> media {                 //large pieces
>         scattering {
>                 1,
>                 1
>                 extinction 1.0
>
>         }
>         density {
>                 granite
>                 turbulence .1
>                 scale 5.5
>                 color_map {
>                   [0.000 rgb <.025,.025,.022>*3]
>                   [0.030 rgb <.025,.025,.022>*3]
>                   [0.035 rgb 0]
>                   [1.000 rgb 0]
>                 }
>         }
>         samples S_low, S_high
> }
> }
>
>
>


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 15 Nov 2006 03:54:37
Message: <455ad5cd$1@news.povray.org>
Hi Jim,

I tried out your code. Hmm, I don't see yet any particles. I wonder if you 
use a different scale for your scene? Or is it important where light and 
camera are? In my scene, light comes from above, some lights are at the 
bottom. The camera uses the bird's perspective and looks down (for test 
purposes).

Any hints you can give me?

Thanks,

Sven


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From: Jim Charter
Subject: Re: The Abyss
Date: 15 Nov 2006 04:30:31
Message: <455ade37$1@news.povray.org>
Sven Littkowski wrote:
> Hi Jim,
> 
> I tried out your code. Hmm, I don't see yet any particles. I wonder if you 
> use a different scale for your scene? Or is it important where light and 
> camera are? In my scene, light comes from above, some lights are at the 
> bottom. The camera uses the bird's perspective and looks down (for test 
> purposes).
> 
> Any hints you can give me?
> 
> Thanks,
> 
> Sven 
> 
> 
Yes you will have to play with it.  But I just wanted to give you some 
concepts like a) media statements can be stacked b) a density pattern 
using granite or similar with an appropriate map will give the particle 
look you might be wanting.

I posted a more complete example of the code.  I haven't touched that 
project for awhile now but I remember the look was a delicate balance 
between the lights and the media parameters.  And the media effects 
would be cumulative so if I took out one of the density patterns in the 
stack I sould have to adjust parameters in the other patterns.  I had it 
all in a "lightscamera.inc" file which I have posted for you on 
p.b.scenefiles.  I threw in the necessary stuff so that the file can be 
rendered alone to demo the media.  By boosting the light excessively you 
can see the particular effect more clearly.  Back when I was doing it I 
was trying to get the look of harsh but quickly fading underwater 
halogen lights.  Some divers on the group here were giving me advice. 
Maybe you'll be able to pick it up where I left off.

Luck be a lady.


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 15 Nov 2006 09:10:11
Message: <455b1fc3$1@news.povray.org>
Hi Jim,

I tried out your posted sample code. Hmm, my result is a fascinating, 
entirely black image, ha ha! I even added that "+B2" option to my ini file.

Any ideas what might have went wrong?

I still keep on trying different settings.

Sven








"Jim Charter" <jrc### [at] msncom> schrieb im Newsbeitrag 
news:455ade37$1@news.povray.org...
> Sven Littkowski wrote:
>> Hi Jim,
>>
>> I tried out your code. Hmm, I don't see yet any particles. I wonder if 
>> you use a different scale for your scene? Or is it important where light 
>> and camera are? In my scene, light comes from above, some lights are at 
>> the bottom. The camera uses the bird's perspective and looks down (for 
>> test purposes).
>>
>> Any hints you can give me?
>>
>> Thanks,
>>
>> Sven
> Yes you will have to play with it.  But I just wanted to give you some 
> concepts like a) media statements can be stacked b) a density pattern 
> using granite or similar with an appropriate map will give the particle 
> look you might be wanting.
>
> I posted a more complete example of the code.  I haven't touched that 
> project for awhile now but I remember the look was a delicate balance 
> between the lights and the media parameters.  And the media effects would 
> be cumulative so if I took out one of the density patterns in the stack I 
> sould have to adjust parameters in the other patterns.  I had it all in a 
> "lightscamera.inc" file which I have posted for you on p.b.scenefiles.  I 
> threw in the necessary stuff so that the file can be rendered alone to 
> demo the media.  By boosting the light excessively you can see the 
> particular effect more clearly.  Back when I was doing it I was trying to 
> get the look of harsh but quickly fading underwater halogen lights.  Some 
> divers on the group here were giving me advice. Maybe you'll be able to 
> pick it up where I left off.
>
> Luck be a lady.


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From: Jim Charter
Subject: Re: The Abyss
Date: 15 Nov 2006 11:00:20
Message: <455b3994@news.povray.org>
Sven Littkowski wrote:
> Hi Jim,
> 
> I tried out your posted sample code. Hmm, my result is a fascinating, 
> entirely black image, ha ha! 


I even added that "+B2" option to my ini file.

I don't know what you mean by this.


> 
> Any ideas what might have went wrong?
> 
> I still keep on trying different settings.
> 
Not sure what the problem is.  Attached are tests I just ran using the 
file that I posted.  I ran the file itself with no ini file or any other 
settings

The first is the file as it is.  Notice that in that file, the camera 
light has been boosted up to "rgb 3" for demo purposes.   Notice also 
that there is a tiny sphere positioned at the camera location.  This is 
a trick to boost the contrast of the scene.

When I saw the outcome I suspected that the media block labelled "large 
pieces" was not making a contribution so I altered the color_map in that 
block to this:
color_map {
   [0.000 rgb <.025,.025,.022>*3]
   [0.055 rgb <.025,.025,.022>*3]
   [0.060 rgb 0]
   [1.000 rgb 0]
}
And the result can be seen in the second image

The third image is the same thing except I  took away the 
contrast-producing sphere

The final test shows what happens if the number of samples is reduced to
#local S_low = 10;
#local S_high = 20;

Changing the color and eccentricity values on the scattering keyword can 
also have significant effects.


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Attachments:
Download '000.jpg' (18 KB) Download '001.jpg' (21 KB) Download '002.jpg' (19 KB) Download '003.jpg' (20 KB)

Preview of image '000.jpg'
000.jpg

Preview of image '001.jpg'
001.jpg

Preview of image '002.jpg'
002.jpg

Preview of image '003.jpg'
003.jpg


 

From: Sven Littkowski
Subject: Re: The Abyss
Date: 15 Nov 2006 12:07:42
Message: <455b495e@news.povray.org>
Hello Jim,

thanks for your response! And moreover, your three images are looking 
exactly the way I want my image to look! Ah, forget the +BS parameter, my 
fault. I added the scene file, maybe you can make a render and see, if you 
get a different result than me. I am using the latest beta version of 
POV-Ray.

I still don't get any particles. Hmm. And I really tried out many things, 
such as light strength, various float changes, and so on and so on...

Please let me know if you succeed. Thanks a lot,

Sven


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Attachments:
Download 'Tiefsee.pov.txt' (25 KB)

From: Jim Charter
Subject: Re: The Abyss
Date: 16 Nov 2006 02:18:11
Message: <455c10b3@news.povray.org>
Sven Littkowski wrote:
> Hello Jim,
> 
> thanks for your response! And moreover, your three images are looking 
> exactly the way I want my image to look! Ah, forget the +BS parameter, my 
> fault. I added the scene file, maybe you can make a render and see, if you 
> get a different result than me. I am using the latest beta version of 
> POV-Ray.
> 
> I still don't get any particles. Hmm. And I really tried out many things, 
> such as light strength, various float changes, and so on and so on...
> 
> Please let me know if you succeed. Thanks a lot,
> 
> Sven 
> 
> 
Well I made a very  quick test but I am not using the beta .  With 
assumed_gamma 2.2 I got a dark result but definitely with the 
"particles" showing.  With Assume_gamma 1 I got a very bright cyan color 
water again with "particles"  I substitutied procedural textures for the 
image maps and a plain box for the height_field.


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Download '005.jpg' (9 KB) Download '006.jpg' (12 KB)

Preview of image '005.jpg'
005.jpg

Preview of image '006.jpg'
006.jpg


 

From: Sven Littkowski
Subject: Re: The Abyss
Date: 16 Nov 2006 03:00:57
Message: <455c1ab9@news.povray.org>
Hmm, that seems to be the answer: the current beta version of POV-Ray is not 
performing well, if it comes to your particles. I am going to report it in 
the BUGREPORTS section, let's see, what happens.

Jim, lots of thanks for your time, persistence and good will! I appreciate 
it a lot.

Do you have the beta version? If you find a way to show the particles, 
PLEASE let me know. I am sure, many others mmight also have an interest, 
sooner or later.

Thanks a lot,

Sven


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 17 Nov 2006 07:43:26
Message: <455dae6e@news.povray.org>
Here the latest developments, all rendered with the latest beta version.

The overview shows the current environment and an idea of the underwater 
base layout. However, the beta version does not render the media the way it 
should, as a result the water is missing some details. There are still many 
placeholders for the moduls I have to develop (the small, multi-colored 
cylinders).

The other picture let's you have a look inside one of the tunnel sections. 
Due the development as macro, it is easy to configure the individual tunnel 
sections and even place different signs inside each tunnel section! Doors 
can open and close!

On a later stage, each module will have a nicely and detailed developed 
interior design. I am also adding scuba divers, equipment and staff members 
to the scene. I am on a search for deep sea lifeforms I can include to this 
POV-Ray scene.

Greetings,

Sven


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Attachments:
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Preview of image 'Deep Sea - Overview.jpg'
Deep Sea - Overview.jpg

Preview of image 'Deep Sea - Tunnel Inside.jpg'
Deep Sea - Tunnel Inside.jpg


 

From: Stephen
Subject: Re: The Abyss
Date: 17 Nov 2006 08:45:01
Message: <web.455dbbe4c3db15f5f1cb1e660@news.povray.org>
"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote:
> Here the latest developments, all rendered with the latest beta version.
>
> The overview shows the current environment and an idea of the underwater
> base layout. However, the beta version does not render the media the way it
> should, as a result the water is missing some details. There are still many
> placeholders for the moduls I have to develop (the small, multi-colored
> cylinders).
>
> The other picture let's you have a look inside one of the tunnel sections.
> Due the development as macro, it is easy to configure the individual tunnel
> sections and even place different signs inside each tunnel section! Doors
> can open and close!
>
> On a later stage, each module will have a nicely and detailed developed
> interior design. I am also adding scuba divers, equipment and staff members
> to the scene. I am on a search for deep sea lifeforms I can include to this
> POV-Ray scene.
>
> Greetings,
>
> Sven

It looks good so far Sven. A couple of points for the interior. The doors
need latches, there should be some watertight doors that would not be flush
with the floor or the ceiling. These would have a facing that has a sealing
material visible and heavy duty latches. You will need AC supply and
extract ports along with PA system, Fire and Gas detectors and status
lights.

Stephen


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 17 Nov 2006 11:39:20
Message: <455de5b8@news.povray.org>
Stephen and everyone,

would you be interested to join the interior design development? I would
like to add some interior to the base which is not mine. Let me, for that
purpose, place my current scene code here. Please feel very free to join!

Your points are correct, and taken. Actually, I had those things in mind.
Have just not yet reached that stage. I also want various colored alarm
lights, a speaker system, telephones, and so on. This all will come.

I cannot post the heightfield and the heightfield texture file, because of
the size limitations for these newsgroups. On demand, I e-mail them!

Greetings,

Sven


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Attachments:
Download 'Deep Sea - Agro A.jpg' (15 KB) Download 'Deep Sea - Agro B.jpg' (15 KB) Download 'Deep Sea - Airlock.jpg' (15 KB) Download 'Deep Sea - Command.jpg' (16 KB) Download 'Deep Sea - Cylinder.jpg' (129 KB) Download 'Deep Sea - Docking Area.jpg' (20 KB) Download 'Deep Sea - East Command.jpg' (21 KB) Download 'Deep Sea - East.jpg' (13 KB) Download 'Deep Sea - Lab A.jpg' (14 KB)

Preview of image 'Deep Sea - Agro A.jpg'
Deep Sea - Agro A.jpg

Preview of image 'Deep Sea - Agro B.jpg'
Deep Sea - Agro B.jpg

Preview of image 'Deep Sea - Airlock.jpg'
Deep Sea - Airlock.jpg

Preview of image 'Deep Sea - Command.jpg'
Deep Sea - Command.jpg

Preview of image 'Deep Sea - Cylinder.jpg'
Deep Sea - Cylinder.jpg

Preview of image 'Deep Sea - Docking Area.jpg'
Deep Sea - Docking Area.jpg

Preview of image 'Deep Sea - East Command.jpg'
Deep Sea - East Command.jpg

Preview of image 'Deep Sea - East.jpg'
Deep Sea - East.jpg

Preview of image 'Deep Sea - Lab A.jpg'
Deep Sea - Lab A.jpg


 

From: Sven Littkowski
Subject: Re: The Abyss
Date: 17 Nov 2006 11:42:00
Message: <455de658@news.povray.org>
More textures...


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Attachments:
Download 'Deep Sea - Medical.jpg' (15 KB) Download 'Deep Sea - North Command.jpg' (21 KB) Download 'Deep Sea - North.jpg' (14 KB) Download 'Deep Sea - Oxygen.jpg' (16 KB) Download 'Deep Sea - Power.jpg' (14 KB) Download 'Deep Sea - Relax.jpg' (14 KB) Download 'Deep Sea - Silo A.jpg' (14 KB) Download 'Deep Sea - Lab B.jpg' (14 KB) Download 'Deep Sea - Lab C.jpg' (14 KB)

Preview of image 'Deep Sea - Medical.jpg'
Deep Sea - Medical.jpg

Preview of image 'Deep Sea - North Command.jpg'
Deep Sea - North Command.jpg

Preview of image 'Deep Sea - North.jpg'
Deep Sea - North.jpg

Preview of image 'Deep Sea - Oxygen.jpg'
Deep Sea - Oxygen.jpg

Preview of image 'Deep Sea - Power.jpg'
Deep Sea - Power.jpg

Preview of image 'Deep Sea - Relax.jpg'
Deep Sea - Relax.jpg

Preview of image 'Deep Sea - Silo A.jpg'
Deep Sea - Silo A.jpg

Preview of image 'Deep Sea - Lab B.jpg'
Deep Sea - Lab B.jpg

Preview of image 'Deep Sea - Lab C.jpg'
Deep Sea - Lab C.jpg


 

From: Sven Littkowski
Subject: Re: The Abyss
Date: 17 Nov 2006 11:43:00
Message: <455de694@news.povray.org>
Still more textures...


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Attachments:
Download 'Deep Sea - Silo B.jpg' (14 KB) Download 'Deep Sea - Silo C.jpg' (14 KB) Download 'Deep Sea - Silo D.jpg' (14 KB) Download 'Deep Sea - Silo E.jpg' (14 KB) Download 'Deep Sea - Silo.jpg' (161 KB) Download 'Deep Sea - South Command.jpg' (22 KB) Download 'Deep Sea - South.jpg' (14 KB) Download 'Deep Sea - Staff A.jpg' (15 KB) Download 'Deep Sea - Staff B.jpg' (15 KB)

Preview of image 'Deep Sea - Silo B.jpg'
Deep Sea - Silo B.jpg

Preview of image 'Deep Sea - Silo C.jpg'
Deep Sea - Silo C.jpg

Preview of image 'Deep Sea - Silo D.jpg'
Deep Sea - Silo D.jpg

Preview of image 'Deep Sea - Silo E.jpg'
Deep Sea - Silo E.jpg

Preview of image 'Deep Sea - Silo.jpg'
Deep Sea - Silo.jpg

Preview of image 'Deep Sea - South Command.jpg'
Deep Sea - South Command.jpg

Preview of image 'Deep Sea - South.jpg'
Deep Sea - South.jpg

Preview of image 'Deep Sea - Staff A.jpg'
Deep Sea - Staff A.jpg

Preview of image 'Deep Sea - Staff B.jpg'
Deep Sea - Staff B.jpg


 

From: Sven Littkowski
Subject: Re: The Abyss
Date: 17 Nov 2006 11:43:28
Message: <455de6b0@news.povray.org>
The remaining textures...


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Attachments:
Download 'Deep Sea - Staff C.jpg' (15 KB) Download 'Deep Sea - Staff D.jpg' (15 KB) Download 'Deep Sea - Staff E.jpg' (15 KB) Download 'Deep Sea - Staff F.jpg' (14 KB) Download 'Deep Sea - Vehicles.jpg' (16 KB) Download 'Deep Sea - West Command.jpg' (21 KB) Download 'Deep Sea - West.jpg' (14 KB)

Preview of image 'Deep Sea - Staff C.jpg'
Deep Sea - Staff C.jpg

Preview of image 'Deep Sea - Staff D.jpg'
Deep Sea - Staff D.jpg

Preview of image 'Deep Sea - Staff E.jpg'
Deep Sea - Staff E.jpg

Preview of image 'Deep Sea - Staff F.jpg'
Deep Sea - Staff F.jpg

Preview of image 'Deep Sea - Vehicles.jpg'
Deep Sea - Vehicles.jpg

Preview of image 'Deep Sea - West Command.jpg'
Deep Sea - West Command.jpg

Preview of image 'Deep Sea - West.jpg'
Deep Sea - West.jpg


 

From: Sven Littkowski
Subject: Re: The Abyss
Date: 17 Nov 2006 11:48:32
Message: <455de7e0@news.povray.org>
The landscape files...

That's it!

Sven


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Attachments:
Download 'Seabed 01.jpg' (295 KB) Download 'Heightfield.jpg' (179 KB)

Preview of image 'Seabed 01.jpg'
Seabed 01.jpg

Preview of image 'Heightfield.jpg'
Heightfield.jpg


 

From: Sven Littkowski
Subject: Re: The Abyss
Date: 17 Nov 2006 12:10:21
Message: <455decfd@news.povray.org>
And finally the current version of the scene file.

Sven


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Attachments:
Download 'Deep Sea.pov.txt' (36 KB)

From: St 
Subject: Re: The Abyss
Date: 17 Nov 2006 13:02:13
Message: <455df925@news.povray.org>
"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message 
news:455decfd@news.povray.org...

> And finally the current version of the scene file.

   Hmm, that's a lot of code to get into for me Sven - well done for having 
the patience. :)

   Can Wings models be intergrated into that code?

   I wouldn't mind helping a little if I can, but what are you trying to 
achieve? Is it for a game?

    ~Steve~


>
> Sven
>
>


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 18 Nov 2006 08:30:15
Message: <455f0ae7$1@news.povray.org>
Great! Sure, why not? As long as Wings exports into a mesh which POV-Ray can 
accept. And I am thinking, it is that way. Just go on and create some nice, 
wicked things.

What the scene urgently requires, are staff members, scuba divers, and deep 
sea fishes and other life forms, also plants. Remember, that in deap sea the 
fishes have glowing organs. No fantasy, real life forms, please.

One POV-Ray unit equals to one meter.    :-)

Sven


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 18 Nov 2006 08:31:33
Message: <455f0b35@news.povray.org>
No, not a game. Just the source code which allows to create many beautiful, 
or exciting, underwater scenes.

Maybe some animations, as well. Not sure.

Sven


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From: Jellby
Subject: Re: The Abyss
Date: 19 Nov 2006 03:45:16
Message: <u8b434-1a.ln1@badulaque.unex.es>
Among other things, Sven Littkowski saw fit to write:

> What the scene urgently requires, are staff members, scuba divers, and
> deep sea fishes and other life forms, also plants.

Plants???

I hope you mean nice indoor plants in pots... Or am I mistaken to assume
that plants need sunlight to survive (or, otherwise, they would be hardly
recognizable as "plants")?

-- 
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby


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From: Sven Littkowski
Subject: Re: The Abyss
Date: 19 Nov 2006 06:18:06
Message: <45603d6e@news.povray.org>
Old error to assume that plants need sunlight only. There is a documentation 
about the oceans, called "Deep Blue", which shows that even in darkest 
areas, plants and animals can life - based not on sunlight but on sulphuric 
foundations.

But to be honest, look, my scene is in only 100 m depth. There is still some 
decent, weak light from above. Here, some plants could still live. Moreover, 
I also might "transport" the entire scene upwards, closer to some more 
light, maybe to a depth of only 50 m or even only 20 m. I am experimenting 
which which light conditions this scene will look best.

So, all kind of lifeforms are welcome. If you add, please state to which 
depth that particular lifeform belongs.

Thanks, looking forward to see your creations,

Sven


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