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11 Oct 2026 09:51:42 EDT (-0400)
  Every ship needs a parrot (Message 1 to 23 of 23)  
From: Ive
Subject: Every ship needs a parrot
Date: 10 Dec 2011 12:01:38
Message: <4ee39072@news.povray.org>
Inside the arboretum...


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From: Ive
Subject: Re: Every ship needs a parrot
Date: 10 Dec 2011 12:11:47
Message: <4ee392d3@news.povray.org>
...and from the port outside.

And yes I know, doing Star Trek in the 21st century is so retro.


-Ive


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From: nemesis
Subject: Re: Every ship needs a parrot
Date: 10 Dec 2011 17:10:01
Message: <web.4ee3d7b79aa312d926ab2ff10@news.povray.org>
O_0

I'll say something once I stop drooling...


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From: Alain
Subject: Re: Every ship needs a parrot
Date: 10 Dec 2011 17:58:40
Message: <4ee3e420@news.povray.org>
Le 2011/12/10 11:59, Ive a écrit :
> Inside the arboretum...

This is not the place to post photographs :P

Very nice.


Alain


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From: Christian Froeschlin
Subject: Re: Every ship needs a parrot
Date: 10 Dec 2011 20:18:47
Message: <4ee404f7$1@news.povray.org>
Ive wrote:

> ...and from the port outside.

nice one

> And yes I know, doing Star Trek in the 21st century is so retro.

Of course it's not - that would mean I'm old.


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From: Ive
Subject: Re: Every ship needs a parrot
Date: 11 Dec 2011 00:10:37
Message: <4ee43b4d@news.povray.org>
With a wide angle camera even more of the Big E.

Long ago, the refit Enterprise NCC-1701 (as seen in the first three 
movies) was my first *big* POV-Ray project.
My main reference was a collection of photos from the real thing (the 
3-meter-model used for the shooting) found at William McCullars 
IDIC-page - but the site has meanwhile vanished into digital nirvana.

As far as I remember it did start with POV-Ray version 3.0 and did 
continue until version 3.5 when I lost interest - mostly because at this 
time the model did take ages to render. As POV-Ray tells me there are 90 
light sources (when all are switched on) and most of them need to be 
area-lights, also many parts of the hull use blurred reflections.
But with POV-Ray 3.7 (and a fast machine) it renders even with radiosity 
turned on pretty fast. And using radiosity gives a nice touch due 
internal diffuse reflections from the ship-hull.

Well the source code is a mess and I didn't want to touch it besides of 
replacing "ambient" by "emission". But I did add the arboretum that was 
meant to be within the secondary hull and was actually never seen in the 
movies. So I had total freedom when making it and was at first tempted 
to create something very exotic by e.g. designing plants from alien 
planets but then I figured: when actually going boldly where no man has 
gone before, you would take a bit "earth" with you. And some  earthly 
wilderness did make a nice contrast to the clean "Star-Trek-Look" that 
also has to be present.
Lighting the arboretum was quite difficult as it should look natural 
*and* artificial at the same time. And without requiring HQ radiosity 
settings to keep rendering time reasonable. It is mostly faked by a 
spotlight with a soft falloff and projected_through the ceiling dome.

Thanks for watching and reading and I'm quite happy that I can put at 
least one of my numerous unfinished businesses aside.

-Ive


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From: Thomas de Groot
Subject: Re: Every ship needs a parrot
Date: 11 Dec 2011 02:54:08
Message: <4ee461a0$1@news.povray.org>
On 10-12-2011 17:59, Ive wrote:
> Inside the arboretum...

Very nice indeed. I think StarTrek will never be retro, at least not 
before the 25th century. :-)

Thomas


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From: Christian Froeschlin
Subject: Re: Every ship needs a parrot
Date: 11 Dec 2011 15:47:36
Message: <4ee516e8@news.povray.org>
Ive wrote:

> My main reference was a collection of photos from the real thing (the 
> 3-meter-model used for the shooting) found at William McCullars 
> IDIC-page - but the site has meanwhile vanished into digital nirvana.

http://web.archive.org/web/20071202124000/http://members.aol.com/idicpage/main.html

Vanishing into digital nirvana isn't quite so easy nowadays ;)


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From: Ive
Subject: Re: Every ship needs a parrot
Date: 11 Dec 2011 16:54:46
Message: <4ee526a6$1@news.povray.org>
Am 11.12.2011 21:49, schrieb Christian Froeschlin:
> Vanishing into digital nirvana isn't quite so easy nowadays ;)
>
I see ;)
But note that the pictures found there are taken from the NCC-1701-A 
(introduced at the end of the 4th movie) while I'm referring to the 
original Enterprise (without the 'A') as seen within the first three 
movies and destroyed at the end of the 3rd (Kirk: "What have I done").

So either parts of the IDIC-page are missing or my memory is wrong - 
most probably the latter.

While the used studio model was the same it was painted differently.
And I for one always preferred the lighting design done by Douglas 
Trumbull for the first movie where the ship does illuminate itself and 
so there is a reason why it is actually partial visible when it travels 
in deep space.
The later 1701-A was lit by ILM in that typical Star-Wars-plain-white 
manner that I do not find very interesting.

BTW here is some interesting reading from Paul Olson who did the paint 
job an the Big E.

http://www.olsenart.com/strek.html

-Ive


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From: Dre
Subject: Re: Every ship needs a parrot
Date: 12 Dec 2011 16:37:21
Message: <4ee67411@news.povray.org>
"Ive" <ive### [at] lilysoftorg> wrote in message news:4ee39072@news.povray.org...
> Inside the arboretum...
>

Awesome!  How did you get that real nice blue light to work??

Cheers Dre


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From: Ive
Subject: Re: Every ship needs a parrot
Date: 12 Dec 2011 18:24:02
Message: <4ee68d12$1@news.povray.org>
Am 12.12.2011 22:37, schrieb Dre:
> Awesome!

Thanks.

>How did you get that real nice blue light to work??

Well, the construction of the ceiling, the dome and the whole lighting 
is so simple that I'm almost ashamed of it ;)

It is really just a clipped_by sphere and a torus (both with a radial 
texture and emission) and one spotlight.
The spotlight simulates two things at once:
- the "daylight lamp" that would simulate the sun within the arboretum 
and is currently close to zenith.
- the "light tubes" surrounding the dome.
The radius of the spotlight matches exactly the dome radius and the 
falloff is adjusted to match the top of the port and starboard window 
walls. It is yellow/red to compensate for the blue dome color and the 
blue tint produced by radiosity. So we get an average white daylight 
condition under the dome and a slightly bluish tint at the outside due 
the falloff of the spotlight.

   light_source { <0,10,0>  rgb <0.90, 0.85, 0.75>*5
     spotlight point_at <0,0,0> radius 48 falloff 66
     area_light x*0.67 z*0.67 5,5 adaptive 2 circular orient
     fade_power 2 fade_distance FD*2
     projected_through {Ceiling}
   }

This together with moderate radiosity settings

   radiosity {
     pretrace_start 0.08
     pretrace_end   2/max(image_width,image_height)
     count 250
     nearest_count 10
     error_bound 0.45
     recursion_limit 1
     low_error_factor 0.5
     gray_threshold 0
     minimum_reuse 0.015
     brightness 1.0
     adc_bailout 0.01/2
     always_sample off
     normal off
   }

produced the original image at 1920x1080 pixel within 24 hours - and I 
consider this also as quite moderate given the incredible amount of 
grass blades, leaves and petals ;)

-Ive


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From: Robert McGregor
Subject: Re: Every ship needs a parrot
Date: 12 Dec 2011 18:45:00
Message: <web.4ee691059aa312d994d713cc0@news.povray.org>
Ive <ive### [at] lilysoftorg> wrote:
> Inside the arboretum...

This is wonderful! Beautifully done sir, as always :)

-------------------------------------------------
www.McGregorFineArt.com


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From: Ive
Subject: Re: Every ship needs a parrot
Date: 12 Dec 2011 19:32:57
Message: <4ee69d39$1@news.povray.org>
Am 13.12.2011 00:40, schrieb Robert McGregor:

>Beautifully done sir, as always

As you were!

But I really do not have any rank in Starfleet ;)

-Ive


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From: Dre
Subject: Re: Every ship needs a parrot
Date: 12 Dec 2011 21:01:53
Message: <4ee6b211$1@news.povray.org>
"Ive" <ive### [at] lilysoftorg> wrote in message news:4ee68d12$1@news.povray.org...
> Am 12.12.2011 22:37, schrieb Dre:
>> Awesome!
>
> Thanks.
>
>>How did you get that real nice blue light to work??
>
> Well, the construction of the ceiling, the dome and the whole lighting is 
> so simple that I'm almost ashamed of it ;)
>
> It is really just a clipped_by sphere and a torus (both with a radial 
> texture and emission) and one spotlight.
> The spotlight simulates two things at once:
> - the "daylight lamp" that would simulate the sun within the arboretum and 
> is currently close to zenith.
> - the "light tubes" surrounding the dome.
> The radius of the spotlight matches exactly the dome radius and the 
> falloff is adjusted to match the top of the port and starboard window 
> walls. It is yellow/red to compensate for the blue dome color and the blue 
> tint produced by radiosity. So we get an average white daylight condition 
> under the dome and a slightly bluish tint at the outside due the falloff 
> of the spotlight.
>
>   light_source { <0,10,0>  rgb <0.90, 0.85, 0.75>*5
>     spotlight point_at <0,0,0> radius 48 falloff 66
>     area_light x*0.67 z*0.67 5,5 adaptive 2 circular orient
>     fade_power 2 fade_distance FD*2
>     projected_through {Ceiling}
>   }
>
> This together with moderate radiosity settings
>
>   radiosity {
>     pretrace_start 0.08
>     pretrace_end   2/max(image_width,image_height)
>     count 250
>     nearest_count 10
>     error_bound 0.45
>     recursion_limit 1
>     low_error_factor 0.5
>     gray_threshold 0
>     minimum_reuse 0.015
>     brightness 1.0
>     adc_bailout 0.01/2
>     always_sample off
>     normal off
>   }
>
> produced the original image at 1920x1080 pixel within 24 hours - and I 
> consider this also as quite moderate given the incredible amount of grass 
> blades, leaves and petals ;)
>
> -Ive

Great stuff, sometimes the simple things are the best way to do things!

Thanks for the description, I'll sure have a play with that and see what I 
can come up with :)

Cheers Dre


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From: Thomas de Groot
Subject: Re: Every ship needs a parrot
Date: 13 Dec 2011 03:57:05
Message: <4ee71361$1@news.povray.org>
On 13-12-2011 1:31, Ive wrote:
> But I really do not have any rank in Starfleet ;)

Arboretum First Officer, I would say  ;-)

Thomas


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From: Alain
Subject: Re: Every ship needs a parrot
Date: 14 Dec 2011 23:41:33
Message: <4ee97a7d$1@news.povray.org>
Le 2011/12/12 18:22, Ive a écrit :

> light_source { <0,10,0> rgb <0.90, 0.85, 0.75>*5
> spotlight point_at <0,0,0> radius 48 falloff 66
> area_light x*0.67 z*0.67 5,5 adaptive 2 circular orient
> fade_power 2 fade_distance FD*2
> projected_through {Ceiling}
> }
>
> -Ive

Here, adaptive have no effect.
adaptive 1 start at 3 by 3
adaptive 2 start at 5 by 5
adaptive 3 start at 9 by 9
...

area_light x*0.67 z*0.67 9,9 adaptive 2 circular orient only have a 
marginal advantage.
adaptive 2 start to have a notable speed advantage at 17 by 17 and more.



Alain


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From: Samuel Benge
Subject: Re: Every ship needs a parrot
Date: 17 Dec 2011 19:45:00
Message: <web.4eed368e9aa312d97f98f9e70@news.povray.org>
Ive <ive### [at] lilysoftorg> wrote:
> Inside the arboretum...

Wow, Ive, that's an awesome render. I especially like the ground cover; it
really gives me some ideas :)

~Sam


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From: Ive
Subject: Re: Every ship needs a parrot
Date: 19 Dec 2011 16:52:36
Message: <4eefb224@news.povray.org>
Am 18.12.2011 01:40, schrieb Samuel Benge:
>
> I especially like the ground cover; it
> really gives me some ideas :)
>

Great. To me your images have always been a source of inspiration ;) and 
I really like your ongoing experimenting and your incredible good eye 
for details.

-Ive


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From: Ive
Subject: Re: Every ship needs a parrot
Date: 19 Dec 2011 17:27:41
Message: <4eefba5d@news.povray.org>
Am 15.12.2011 05:41, schrieb Alain:
> Here, adaptive have no effect.
> adaptive 1 start at 3 by 3
> adaptive 2 start at 5 by 5
> adaptive 3 start at 9 by 9
> ...
>
> area_light x*0.67 z*0.67 9,9 adaptive 2 circular orient only have a
> marginal advantage.
> adaptive 2 start to have a notable speed advantage at 17 by 17 and more.
>

Hmm, I'm not sure if I understand you correct. You mean using adaptive 2 
makes only sense when using *more* than 5 by 5, right?

Actually I never did a serious speed/quality trade-off compare regarding 
area_lights parameters and used more a "I guess this might work" and 
alternatively a "better more than less" approach. Probably not a good 
idea, so thanks for the head up.

-Ive


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From: Cousin Ricky
Subject: Re: Every ship needs a parrot
Date: 20 Dec 2011 14:50:00
Message: <web.4ef0e6159aa312d985de7b680@news.povray.org>
Ive <ive### [at] lilysoftorg> wrote:
> Hmm, I'm not sure if I understand you correct. You mean using adaptive 2
> makes only sense when using *more* than 5 by 5, right?

Yes.  These are from my notes:

  Array Size   Maximum Useful Value   Break-Even Value
    2 x 2              none                  0
    3 x 3               0                    1
    5 x 5               1                    2
    9 x 9               2                    3
   17 x 17              3                    4
   33 x 33              4                    5

Accordingly, adaptive 2 has no effect on 5 by 5.

> Actually I never did a serious speed/quality trade-off compare regarding
> area_lights parameters and used more a "I guess this might work" and
> alternatively a "better more than less" approach. Probably not a good
> idea, so thanks for the head up.

I've done such comparisons, based on Alain's advice.  My general findings are:

  - Adaptive 0 tends to produce unrealistic effects, especially if
    an object (e.g., the lamp fixture!) is close to the light source.

  - Adaptive 1 is sufficient; I haven't had the need to go higher.

  - IIRC, 9 by 9 adaptive 0 was faster than 5 by 5 adaptive 1.  (I
    don't know if that test can be generalized.)  However, the poor
    quality of the adaptive 0 usually isn't worth the speed advantage.

  - Jitter helps.

  - 9 by 9 adaptive 1 is usually a good setting.

However, I haven't tested 9 by 9 adaptive 1 against 5 by 5 adaptive 2.


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From: Christian Froeschlin
Subject: Re: Every ship needs a parrot
Date: 20 Dec 2011 16:54:18
Message: <4ef1040a$1@news.povray.org>
Cousin Ricky wrote:

>   - Adaptive 1 is sufficient; I haven't had the need to go higher.

BTW, what is the default value? I didn't find that in the docs.


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From: Jim Holsenback
Subject: Re: Every ship needs a parrot
Date: 20 Dec 2011 17:15:14
Message: <4ef108f2$1@news.povray.org>
On 12/20/2011 04:56 PM, Christian Froeschlin wrote:
> Cousin Ricky wrote:
>
>> - Adaptive 1 is sufficient; I haven't had the need to go higher.
>
> BTW, what is the default value? I didn't find that in the docs.

yikes ... you are correct! If someone knows what the default is I'll 
make sure it get added in the appropriate place.


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From: Cousin Ricky
Subject: Re: Every ship needs a parrot
Date: 20 Dec 2011 18:40:00
Message: <web.4ef11b9d9aa312d985de7b680@news.povray.org>
Jim Holsenback <nom### [at] nomailcom> wrote:
> On 12/20/2011 04:56 PM, Christian Froeschlin wrote:
> > BTW, what is the default value? I didn't find that in the docs.
>
> yikes ... you are correct! If someone knows what the default is I'll
> make sure it get added in the appropriate place.

There is no default value.  According to the syntax diagram (and a quick test
corroborates this), the adaptive keyword requires a value.  Without the adaptive
keyword, there is no adaptive sampling.


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