POV-Ray : Newsgroups : povray.binaries.images : Neptune seen from Triton wip Server Time
6 Aug 2024 19:33:35 EDT (-0400)
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From: Bill Pragnell
Subject: Re: Neptune seen from Triton wip
Date: 14 Dec 2006 12:15:00
Message: <web.458185b867574c2c731f01d10@news.povray.org>
"Stephen" <mcavoys_AT_aolDOT.com> wrote:

> is the same apparent size?


> underwhelming as seeing a pinprick and knowing it is a moon.

I was thinking of making it look as it is in reality, but without using the
exact dimensions and thus suffering accuracyitis in  POV-Ray. Either moving
it closer and making it smaller, or maybe even *actually* painting it on the
inside of a sky sphere, or whatever solution seems easiest!

On the other hand, there's nothing wrong with exaggerating for effect either
:-)

> > With the Ringworld, the issue was that the structure itself was visible at
> > all distances, and so couldn't be faked realistically. And, remember what I
> > did to give it an atmosphere... :)
> Give a link please, Bill. Old age has withered my memory

Hopefully this'll fit in the window:
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4360929f30852916731f01d10@news.povray.org%3E/

Bill


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From: Thomas de Groot
Subject: Re: Neptune seen from Triton wip
Date: 15 Dec 2006 02:48:43
Message: <4582535b@news.povray.org>
"Stephen" <mcavoys_AT_aolDOT.com> schreef in bericht 
news:web.45816f0967574c2cf1cb1e660@news.povray.org...
>
> Hmm. "You are in a maze of twisty passages, all alike." Don't know, never
> wasted any work time playing it. It was before my time. Computers are only
> used for serious work.
> I give in, what? :-)
>

Colossal Cave. It was the first (text) game I ever played in my life, 
somewhere in the late 1970's or early 1980's. I learned a lot from it. 
Inspired me to start my own game in Fortran, based on the novel Gateway. 
Never finished it of couse.
I don't know. It just surfaced in my memory.

Thomas


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From: Stephen
Subject: Re: Neptune seen from Triton wip
Date: 15 Dec 2006 04:40:01
Message: <web.45826cdf67574c2cf1cb1e660@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> "Stephen" <mcavoys_AT_aolDOT.com> wrote:

> > is the same apparent size?


> > underwhelming as seeing a pinprick and knowing it is a moon.
>
> I was thinking of making it look as it is in reality, but without using the
> exact dimensions and thus suffering accuracyitis in  POV-Ray. Either moving
> it closer and making it smaller, or maybe even *actually* painting it on the
> inside of a sky sphere, or whatever solution seems easiest!

Accuracyitis, I love it :-)

> On the other hand, there's nothing wrong with exaggerating for effect either
> :-)
>
> > > With the Ringworld, the issue was that the structure itself was visible at
> > > all distances, and so couldn't be faked realistically. And, remember what I
> > > did to give it an atmosphere... :)
> > Give a link please, Bill. Old age has withered my memory
>
> Hopefully this'll fit in the window:
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4360929f30852916731f01d10@news.povray.org%3E/
>
I remember it now, of course. Did you ever finish your ring world using


Stephen


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From: Stephen
Subject: Re: Neptune seen from Triton wip
Date: 15 Dec 2006 05:05:00
Message: <web.4582731d67574c2cf1cb1e660@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:

> Colossal Cave. It was the first (text) game I ever played in my life,
> somewhere in the late 1970's or early 1980's. I learned a lot from it.
> Inspired me to start my own game in Fortran, based on the novel Gateway.
> Never finished it of couse.
> I don't know. It just surfaced in my memory.
>
> Thomas

I just downloaded Zork1 and have remembered how to change the screen to
black on green :-)

The first (text) game I can remember playing was called Kingdom it was on a



Stephen


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From: Alain
Subject: Re: Neptune seen from Triton wip
Date: 15 Dec 2006 06:01:33
Message: <4582808d$1@news.povray.org>
Stephen nous apporta ses lumieres en ce 15-12-2006 05:04:
> "Thomas de Groot" <t.d### [at] internlDOTnet> wrote:

>> Colossal Cave. It was the first (text) game I ever played in my life,
>> somewhere in the late 1970's or early 1980's. I learned a lot from it.
>> Inspired me to start my own game in Fortran, based on the novel Gateway.
>> Never finished it of couse.
>> I don't know. It just surfaced in my memory.

>> Thomas

> I just downloaded Zork1 and have remembered how to change the screen to
> black on green :-)

> The first (text) game I can remember playing was called Kingdom it was on a



> Stephen


Mission impossible on an Apple][

-- 
Alain
-------------------------------------------------
To define recursion, we must first define recursion.


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From: Thomas de Groot
Subject: Neptune seen from Triton - wip 2
Date: 15 Dec 2006 10:45:23
Message: <4582c313$1@news.povray.org>
Thus, by wrenching natural laws apart, the second wip is arrived at.

At Neptune, I mainly tweaked the rings towards a more RL aspect, although 
too wide of course, and I scaled two moons (Proteus and Larissa) five times 
their real size to make them better visible. Added some fog on  a - as yet - 
featureless Triton and colored the atmosphere to something more appealing 
although less breathable. Now, the conic placeholder casts a shadow and 
there is no artifact in the foreground.

Building time has arrived!! First of all, the modelling of Hell<exp>3, one 
of the fiery cracks in the surface, according to the space opera.
(However, I have also other running projects under way....)

Thomas


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Attachments:
Download 'Triton.jpg' (18 KB)

Preview of image 'Triton.jpg'
Triton.jpg


 

From: Trevor G Quayle
Subject: Re: Neptune seen from Triton - wip 2
Date: 15 Dec 2006 11:15:01
Message: <web.4582c991c65210e0c150d4c10@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> Thus, by wrenching natural laws apart, the second wip is arrived at.
>
> At Neptune, I mainly tweaked the rings towards a more RL aspect, although
> too wide of course, and I scaled two moons (Proteus and Larissa) five times
> their real size to make them better visible. Added some fog on  a - as yet -
> featureless Triton and colored the atmosphere to something more appealing
> although less breathable. Now, the conic placeholder casts a shadow and
> there is no artifact in the foreground.
>
> Building time has arrived!! First of all, the modelling of Hell<exp>3, one
> of the fiery cracks in the surface, according to the space opera.
> (However, I have also other running projects under way....)
>
> Thomas

What are you using for the texture of Neptune?  If you want image maps, I
found some cylindricals here:
http://www.mmedia.is/bjj/data/neptune/index.html
-tgq


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From: Darren New
Subject: Re: Neptune seen from Triton wip
Date: 15 Dec 2006 13:21:09
Message: <4582e795$1@news.povray.org>
Thomas de Groot wrote:
> Colossal Cave. It was the first (text) game I ever played in my life, 

I still have the listing of Colossal Cave 550 sitting on my shelf. In 
CaveLanguage, interpreted by a fortran program. :-)

-- 
   Darren New / San Diego, CA, USA (PST)
     Scruffitarianism - Where T-shirt, jeans,
     and a three-day beard are "Sunday Best."


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From: Thomas de Groot
Subject: Re: Neptune seen from Triton - wip 2
Date: 16 Dec 2006 03:59:14
Message: <4583b562$1@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> schreef in bericht 
news:web.4582c991c65210e0c150d4c10@news.povray.org...
> What are you using for the texture of Neptune?  If you want image maps, I
> found some cylindricals here:
> http://www.mmedia.is/bjj/data/neptune/index.html

I used a cylindrical image_map of Neptune. Basically it is the same as yours 
(thank you for the link) only a bit more sustained blue. Downloaded from: 
http://planetpixelemporium.com/neptune.html

Thomas


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From: EagleSun
Subject: Re: Neptune seen from Triton - wip 2
Date: 19 Dec 2006 10:15:00
Message: <web.45880104c65210e087ea6da70@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> Thus, by wrenching natural laws apart, the second wip is arrived at.
>
> At Neptune, I mainly tweaked the rings towards a more RL aspect, although
> too wide of course, and I scaled two moons (Proteus and Larissa) five times
> their real size to make them better visible. Added some fog on  a - as yet -
> featureless Triton and colored the atmosphere to something more appealing
> although less breathable. Now, the conic placeholder casts a shadow and
> there is no artifact in the foreground.

You may need to do this in 2 steps... 1: render Neptune at km scale, then
render Triton at m scale, and use a graphics editor to put the 2 together.


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