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From: SharkD
Subject: Re: "Spinner" space colony (2)
Date: 9 Jun 2010 14:32:53
Message: <4c0fde55@news.povray.org>
Still looks washed out... :(

-- 
http://isometricland.com


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From: Alain
Subject: Re: "Spinner" space colony (2)
Date: 9 Jun 2010 14:39:13
Message: <4c0fdfd1$1@news.povray.org>
Le 2010-06-07 16:58, SharkD a écrit :
> On 6/7/2010 2:22 PM, Alain wrote:
>> If they want a "night", they should do it by turning off the central
>> glowing beam, or dim it down.
>
> Good idea.
>
> I uploaded a new render (same URL). I'm still having problems with the
> scene looking "artificial", or like a miniature model. I can't quite put
> my finger on it.
>
>
All those cars and the streets don't help. I'd expect a comunal 
transport system, part on grount, part suspended, to accomodate the 
cityzens transportation.
I still have a dificulty with your clouds and "blue sky". If there are 
some clouds, they would tend to gather into a cylinder around the center 
beam, but never touching it.
Any blueish area due to the athmospheric scattering would be in the 
direction of the central beam relative to the observer. Now, it's about 
120° from where it should be.


The location IS artificial by definition. You may add some light fog, it 
may help to give a sense of scale.

You may try puting the camera on the roof of a building or at street level.


Alain


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From: SharkD
Subject: Re: "Spinner" space colony (2)
Date: 9 Jun 2010 19:56:38
Message: <4c102a36@news.povray.org>
I adjusted all the pigments to compensate for assumed_gamma. The scene 
is no longer as washed-out and bright.

Another problem I haven't fixed yet are the streets. For some reason 
they show up as black when they instead should be gray. I don't know 
why. I thought I fixed all coincident/overlapping surfaces.

-- 
http://isometricland.com


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From: Thomas de Groot
Subject: Re: "Spinner" space colony (2)
Date: 10 Jun 2010 03:28:29
Message: <4c10941d$1@news.povray.org>
Better indeed.

From looking at the buildings, I feel that the cylinder should have a much 
larger radius. People will get claustrophobic here, with the impression that 
the buildings are falling on their heads. :-)

I think that the sense of scale would be improved with a better balance 
between cylinder dimensions and building dimensions. I suggest a larger 
cylinder and (much more) scaled-down buildings/living space. Add some 
atmospheric media or a subtle fog for suggesting distance and you will get a 
much more believable scene.

Thomas


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From: Stephen
Subject: Re: "Spinner" space colony (2)
Date: 10 Jun 2010 04:21:10
Message: <4c10a076@news.povray.org>
On 10/06/2010 8:28 AM, Thomas de Groot wrote:
> Better indeed.
>
>  From looking at the buildings, I feel that the cylinder should have a much
> larger radius. People will get claustrophobic here, with the impression that
> the buildings are falling on their heads. :-)
>
> I think that the sense of scale would be improved with a better balance
> between cylinder dimensions and building dimensions.

I agree.

I suggest a larger
> cylinder and (much more) scaled-down buildings/living space. Add some
> atmospheric media or a subtle fog for suggesting distance and you will get a
> much more believable scene.
>

If Mike does that then it may be realistic but it will be boring to look 
at. IMO realistic space scenes show one feature while hiding most others 
due to differences in scale. Do you remember the posts from a few years 

Having said that the ground could be s bit further away ;-)


-- 

Best Regards,
	Stephen


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From: Alain
Subject: Re: "Spinner" space colony (2)
Date: 10 Jun 2010 12:34:11
Message: <4c111403$1@news.povray.org>
Le 2010-06-09 19:56, SharkD a écrit :
> I adjusted all the pigments to compensate for assumed_gamma. The scene
> is no longer as washed-out and bright.
>
> Another problem I haven't fixed yet are the streets. For some reason
> they show up as black when they instead should be gray. I don't know
> why. I thought I fixed all coincident/overlapping surfaces.
>
This one is ok, if a little dark. The previous one was not washed out, 
at least on my screen. In fact, it was much more contrasted.

I see a major problem: the ground should curves along the cylinder, now, 
it's faceted.

Again, I maintain that planet's ground city like streets and the 
presence of cars is just plain wrong in that kind of environment.

You use boxes for the buildings, it may be beter to use prisms; at least 
for the taler ones, over 5 stories high, and have those buildings taper 
as they go up. Low buildings, 1 to 4 stories, can probably do with 
simple boxes.



Alain


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From: clipka
Subject: Re: "Spinner" space colony (2)
Date: 10 Jun 2010 15:10:40
Message: <4c1138b0$1@news.povray.org>
Am 10.06.2010 18:34, schrieb Alain:
> Le 2010-06-09 19:56, SharkD a écrit :
>> I adjusted all the pigments to compensate for assumed_gamma. The scene
>> is no longer as washed-out and bright.
...
>>
> This one is ok, if a little dark. The previous one was not washed out,
> at least on my screen. In fact, it was much more contrasted.

?
I disagree. (Well, then again I don't know your screen ;-))


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From: SharkD
Subject: Re: "Spinner" space colony (2)
Date: 10 Jun 2010 20:20:35
Message: <4c118153@news.povray.org>
Made the buildings larger, the roads narrower.

-- 
http://isometricland.com


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From: Thomas de Groot
Subject: Re: "Spinner" space colony (2)
Date: 11 Jun 2010 03:32:27
Message: <4c11e68b$1@news.povray.org>
"Stephen" <mca### [at] aolDOTcom> schreef in bericht 
news:4c10a076@news.povray.org...
>
> If Mike does that then it may be realistic but it will be boring to look 
> at. IMO realistic space scenes show one feature while hiding most others 
> due to differences in scale. Do you remember the posts from a few years 

> Having said that the ground could be s bit further away ;-)
>

Yes indeed. Bill, and myself, did some exploration that way back then; and 
there was some scenes based on Arthur Clarke's Rama iirc, some years ago 
too. It is not easy, fairly impossible, to show all, so a shrewd choice of 
viewpoint and scene cutout to suggest - more than to show - the vast 
dimensions of such artificial structures is needed.

Thomas


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From: Thomas de Groot
Subject: Re: "Spinner" space colony (2)
Date: 11 Jun 2010 03:40:58
Message: <4c11e88a$1@news.povray.org>
"SharkD" <pos### [at] gmailcom> schreef in bericht 
news:4c118153@news.povray.org...
> Made the buildings larger, the roads narrower.
>

Hmmm.... yes and no. The sense of scale is starting to come nicely but the 
ground should be curved around the cylinder and not faceted, with the 
buildings abruptly at an angle above the pedwalks, and the park as a 
completely flat area in front of us. I think cars would have difficulty in 
maneuvering across the obvious angles in the roads while driving 
cross-cylinder. :-)

It would do as a cartoonesk scene I guess but not as the more realistic one 
here.

Thomas


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