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From: Alain
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 00:06:23
Message: <54dae34f@news.povray.org>
Le 15-02-10 13:11, Mike Horvath a écrit :
> On 2/9/2015 7:06 PM, Alain wrote:
>> I see two solutions:
>> 1 - Place the domes closer to the station's body, maybe in a circle
>> around it and push the pannels outward beyong the domes.
>
> This is interesting. This would induce "gravity", but the exposure to
> the sun would not be as good since the domes would all face inwards.

I did not mention turning the domes around, just move them around in a 
circle pattern keeping the orientation the same.

By the way, you do need at least some gravity for the agridomes. Plants 
don't grow correctly without some gravity.
If there is no gravity, you'll probably be limites to unicellular algae, 
and the agridomes would be changed into agritanks...

>
>
>
>
>
>> 2 - Keep the current geometry, but rotate the domes or pannels 90°
>> arount the main axis of the station.
>>
>> Alain
>
> Not sure if I understand. You mean at right angles with respect to each
> other? I think Le_Forgeron has a better idea in this case.

Just keep the solar pannels as they are, and place the domes on an arm 
going up and down relative to the present image.

>
> Except that I think both of you misunderstand. The *entire* station does
> not rotate around the central axis. Just the inner shell (currently
> colored blue) rotates. The outer shell remains fixed. I don't have a
> good explanation why I chose to do it this way.

I clearly remember that.

>
> Anyway, I've attached my latest design. The panels and domes are no
> longer blocking each other. But I think it is ugly. :(
>
> What do you think?

A third solution made possible by the stationary outer shell:
Have one or more "agri-arm" holding the agridomes or agritanks.
Have one or more "energy arm" holding the solar pannels.
Those two kinds of arms can be set in any non-obstructing pattern.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 00:28:36
Message: <54dae884@news.povray.org>
Here's my latest version. Is it better? I think I am heading in the 
right direction. I still have to connect the outer solar panel ring to 
the ship. Right now it's just floating.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 00:50:41
Message: <54daedb1$1@news.povray.org>
On 2/10/2015 10:56 PM, green wrote:
> certain features of your design need attention drawn to i think.
>    having a non-rotating nacelle over the rotating pseudo-gee habitat can provide
> for shielding.  figure up to two meters of concrete/regolith/plastic.  with the
> shielding separate from the hab, you do not have to invest in the angular
> momentum.  however, your design is a 'long tom'; rotating cylinders on such a
> long axis are inherently unstable and will seek to precess to a rotation around
> a more stable principle axis, with disastrous results.  the instability can be
> overcome i think by carefully orchestrated counterweights moving radially from
> the axis of rotation, but clearance with your nacelle might be a problem.  most
> designs that deal with the stability problem just make the cylinder shorter,
> more like 'square', diameter=length.  'kalpana one' is such a design; it is near
> the size of yours.

I added a new outer ring for the solar panels and agridomes. They rotate 
in the opposite direction as the habitat. But they have very little mass.


>    if you intend to have near-earth-strength artificial illumination, then
> consider the basic efficiency of photon-in (to the solar cell) vs photon-out
> (from the lighting).  ten percent is ridiculously high i suspect; but that would
> mean having ten times the surface area of your hab in solar cell area, just for
> lighting alone.  usually this problem is solved with natural sunlight and
> mirrors.  a good example is the o'neill-type cylinders in alexis gilliland's
> 'rosinante' trilogy (available for kindle).  instead of giant whirling plane
> mirrors (at ten or twenty gees at the tips) gilliland embeds the habs in vast
> conical arrays of small mirrors, each steerable.  as a bonus, since the mirrors
> are stationary, they can be heavy, and are dichroric mirrors reflecting only
> visible light, no heat or u.v.   also, since the novels are set in the asteroid
> belt, much larger surface areas are needed than can be provided by the mirrors
> of the classic o'neill cylinder.

The ship has a regular reactor in addition to the solar panels. It's in 
the center of the big sphere that's kind of hard to see now. It's 
surrounded by water and fuels maybe. Maybe cargo.


>    you can hypothesize food plants that thrive in zero gee but that is a big leap
> of faith.  the classic o'neill cylinder had a ring of 'small' 'farm modules' to
> feed the cylinder (the gilliland habs were in the business of agriculture).  the
> o'neill farms were rotating structures about the size of your spinner.  even
> stipulating zero gee crops, i am wondering, why the domes instead of flat
> coverings (tho they do look cool).  radiation protection is another concern; i
> have forgotten if o'neill's 'high frontier' addressed it.  in a 'current state
> of the art' pragmatic cop-out, it might be necessary to move agriculture into
> the main hab, send everybody 'underground'.  coolness counts, tho, and every
> design feature, or bug, can be rationalized away.

The agridomes are rotating now, so they should have proper fake gee. I 
was thinking the dome shape would resist pressurization better. They're 
not well shielded though. I haven't modeled the parabolic torus (a 
surface, not a solid) yet to collect light and direct it to the domes.


> i fear my ideas seem limiting and stifling whereas i hope they inspire and help.
>   there are a lot of divergent ideas out there, and that is a good thing.

Thanks for your comments! Keep them coming!


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From: Le Forgeron
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 03:46:01
Message: <54db16c9$1@news.povray.org>
Le 10/02/2015 22:25, Mike Horvath a écrit :
> On 2/10/2015 3:50 PM, Le_Forgeron wrote:

>> Also, given the kind of scale for the blue rotating cylinder, you should
>> have a small line of agridomes from the main body to the current group.
>
> Not sure what you mean without a sketch.

  instead of --%%%--O--%%%--

the part between % and O could have some extra aligned agridomes

Something like --%%%**O**%%%--

Also, some water-tank(s) could be nearby
>
>
>> Which also mean that the current section of the support might actually
>> be unrealistic (they are too big in proportion), and the six shaped
>> stars might also enjoy being a mesh of triangular sections.
>
> Not sure what you mean.

What is the diameter of the rotating body ? compare it to the 
triangulated support used to attach the agridomes and to the section of 
the six lines which are making a star around the central axis: if you 
were able to make such big lines inside, why is the outer support meshed 
of thinner diameter ?



>
>
>> In Babylon 5, the central axis is a support for a transportation system
>> (kind of metro). Presently here, it does not seems to have a purpose and
>> its length (as a single segment) is unrealistic. Or I get really wrong
>> about the scale of the spinning colony.
>
> The central axis is actually the light source. It serves no structural
> function.

Make that central light modular (segments would have to be replaced as 
they get broken): small linear section as pavement on the cylinder. at 
least 6 sections (but more according to the diameter) to cover the round 
perimeter. A small variation of hue and saturation of the white "light" 
colour along the axis might be interesting.

-- 
Just because nobody complains does not mean all parachutes are perfect.


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From: Stephen
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 04:26:30
Message: <54db2046@news.povray.org>
On 11/02/2015 05:28, Mike Horvath wrote:
> Here's my latest version. Is it better? I think I am heading in the
> right direction. I still have to connect the outer solar panel ring to
> the ship. Right now it's just floating.

My solution ;-)
And you won't need solar panels you'll need radiators. And they can go 
in the shade. :-)


-- 

Regards
     Stephen


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 23:37:18
Message: <54dc2dfe@news.povray.org>
Today's render. I wish the ring better approximated a true circle. But I 
would have to rewrite "truss.inc" or find a different way to make 
circular trusses.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 11 Feb 2015 23:59:27
Message: <54dc332f$1@news.povray.org>
On 2/11/2015 4:26 AM, Stephen wrote:
> On 11/02/2015 05:28, Mike Horvath wrote:
>> Here's my latest version. Is it better? I think I am heading in the
>> right direction. I still have to connect the outer solar panel ring to
>> the ship. Right now it's just floating.
>
> My solution ;-)
> And you won't need solar panels you'll need radiators. And they can go
> in the shade. :-)
>
>
I've been wondering about waste heat and how to handle it. I suppose I 
could say that the external trusses are for piping water and cooling it. 
But cylinders are not very efficient at distributing heat.

Also, I was looking at some pictures of the ISS, and their solar panels 
have a coppery sheen to them. How do I mimic that? Here's my current 
solar panel texture:

#local solar_panel_texture = texture
{
	#switch (TexQual)
		#case (-1)
			lowqual_pig(Seed)
		#break
		#case (0)
			pigment
			{
				brick gamma_color_adjust(0/4*<1,1,1>), gamma_color_adjust(1/4*<1,1,1>)
				brick_size panel_width/4
				mortar panel_mortar
			}
			translate +y * panel_width/16
			translate +z * panel_width/8
		#break
		#case (1)
		#case (2)
			pigment
			{
				brick gamma_color_adjust(0/4*<1,1,1>), gamma_color_adjust(1/4*<1,1,1>)
				brick_size panel_width/4
				mortar panel_mortar
			}
			finish {Glossy}
			translate +y * panel_width/16
			translate +z * panel_width/8
		#break
	#end
}


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 00:21:54
Message: <54dc3872$1@news.povray.org>
On 2/11/2015 3:46 AM, Le_Forgeron wrote:
> What is the diameter of the rotating body ? compare it to the
> triangulated support used to attach the agridomes and to the section of
> the six lines which are making a star around the central axis: if you
> were able to make such big lines inside, why is the outer support meshed
> of thinner diameter ?

The radius of the habitat is close to 300 meters. The metal rods are 2 
meters thick in both cases.



>>> In Babylon 5, the central axis is a support for a transportation system
>>> (kind of metro). Presently here, it does not seems to have a purpose and
>>> its length (as a single segment) is unrealistic. Or I get really wrong
>>> about the scale of the spinning colony.
>>
>> The central axis is actually the light source. It serves no structural
>> function.
>
> Make that central light modular (segments would have to be replaced as
> they get broken): small linear section as pavement on the cylinder. at
> least 6 sections (but more according to the diameter) to cover the round
> perimeter. A small variation of hue and saturation of the white "light"
> colour along the axis might be interesting.
>

Segmenting the light source would create strange shadows on the 
interior. Not sure what you mean about the pavement and 6 sections. I 
would like to make the light source more yellow, but haven't figured out 
how. Here's the LightSys code I use:

#local Lightsys_Scene_Scale	= Meters * 100;			// 1 = 1cm?
#local light_lumens		= 2;					// float
#local light_temp		= Daylight(6100);			// float
#local light_color		= Light_Color(light_temp, light_lumens);


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 00:31:22
Message: <54dc3aaa@news.povray.org>
On 2/11/2015 11:37 PM, Mike Horvath wrote:
> Today's render. I wish the ring better approximated a true circle. But I
> would have to rewrite "truss.inc" or find a different way to make
> circular trusses.

Here is the whole exterior of the ship. It's not as sexy.


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From: Thomas de Groot
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 03:28:07
Message: <54dc6417$1@news.povray.org>
I have been wondering about those six circular windows. While rotating 
do they not create a kind of blinking effect?

-- 
Thomas


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From: Stephen
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 06:39:50
Message: <54dc9106$1@news.povray.org>
On 12/02/2015 04:59, Mike Horvath wrote:
> Also, I was looking at some pictures of the ISS, and their solar panels
> have a coppery sheen to them. How do I mimic that? Here's my current
> solar panel texture:
>
> #local solar_panel_texture = texture

...
 >              finish {Glossy}

Instead of using a standard "finish" define your own with a reflection 
rgb close to one for copper.


   reflection {
     rgb <0.722,0.451,0.200>
     fresnel   0
     falloff   0.000
     exponent  1.000
     metallic  0.500
   }

-- 

Regards
     Stephen


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From: Alain
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 16:01:43
Message: <54dd14b7@news.povray.org>
Le 15-02-12 00:22, Mike Horvath a écrit :
> On 2/11/2015 3:46 AM, Le_Forgeron wrote:
>> What is the diameter of the rotating body ? compare it to the
>> triangulated support used to attach the agridomes and to the section of
>> the six lines which are making a star around the central axis: if you
>> were able to make such big lines inside, why is the outer support meshed
>> of thinner diameter ?
>
> The radius of the habitat is close to 300 meters. The metal rods are 2
> meters thick in both cases.
>
>
>
>>>> In Babylon 5, the central axis is a support for a transportation system
>>>> (kind of metro). Presently here, it does not seems to have a purpose
>>>> and
>>>> its length (as a single segment) is unrealistic. Or I get really wrong
>>>> about the scale of the spinning colony.
>>>
>>> The central axis is actually the light source. It serves no structural
>>> function.
>>
>> Make that central light modular (segments would have to be replaced as
>> they get broken): small linear section as pavement on the cylinder. at
>> least 6 sections (but more according to the diameter) to cover the round
>> perimeter. A small variation of hue and saturation of the white "light"
>> colour along the axis might be interesting.
>>
>
> Segmenting the light source would create strange shadows on the
> interior. Not sure what you mean about the pavement and 6 sections. I
> would like to make the light source more yellow, but haven't figured out
> how. Here's the LightSys code I use:
>
> #local Lightsys_Scene_Scale    = Meters * 100;            // 1 = 1cm?
> #local light_lumens        = 2;                    // float
> #local light_temp        = Daylight(6100);            // float in kelvin°
> #local light_color        = Light_Color(light_temp, light_lumens);

If you reduce the value for Daylight() somewhat, it will get yellower, 
and to a redish tint if you reduce it enough.
Try something like:
#local light_temp        = Daylight(5950);



Alain


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 18:07:36
Message: <54dd3238$1@news.povray.org>
On 2/12/2015 3:28 AM, Thomas de Groot wrote:
> I have been wondering about those six circular windows. While rotating
> do they not create a kind of blinking effect?
>


The effect is probably similar to the one experienced by farmers living 
near and under wind power turbines. It is probably annoying. I could 
replace the holes in the outer shell with a single cylindrical groove to 
remove the effect, but it wouldn't make structural sense.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 18:09:27
Message: <54dd32a7$1@news.povray.org>
On 2/12/2015 6:39 AM, Stephen wrote:
> On 12/02/2015 04:59, Mike Horvath wrote:
>> Also, I was looking at some pictures of the ISS, and their solar panels
>> have a coppery sheen to them. How do I mimic that? Here's my current
>> solar panel texture:
>>
>> #local solar_panel_texture = texture
>
> ...
>  >              finish {Glossy}
>
> Instead of using a standard "finish" define your own with a reflection
> rgb close to one for copper.
>
>
>    reflection {
>      rgb <0.722,0.451,0.200>
>      fresnel   0
>      falloff   0.000
>      exponent  1.000
>      metallic  0.500
>    }
>


I just tried that but didn't notice much of a difference. Maybe because 
I am using parallel lights and camera?


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 12 Feb 2015 18:25:47
Message: <54dd367b$1@news.povray.org>
On 2/12/2015 4:02 PM, Alain wrote:
>> Segmenting the light source would create strange shadows on the
>> interior. Not sure what you mean about the pavement and 6 sections. I
>> would like to make the light source more yellow, but haven't figured out
>> how. Here's the LightSys code I use:
>>
>> #local Lightsys_Scene_Scale    = Meters * 100;            // 1 = 1cm?
>> #local light_lumens        = 2;                    // float
>> #local light_temp        = Daylight(6100);            // float in kelvin°
>> #local light_color        = Light_Color(light_temp, light_lumens);
>
> If you reduce the value for Daylight() somewhat, it will get yellower,
> and to a redish tint if you reduce it enough.
> Try something like:
> #local light_temp        = Daylight(5950);
>
>
>
> Alain


Here's the material for the central axis lamp. I would like it to look a 
little dimmer and yellower. What should I change?


texture {pigment {gamma_color_adjust(light_color) transmit 1}}
interior
{
	media
	{
		emission gamma_color_adjust(light_color)
		density
		{
			cylindrical
			color_map
			{
				[0 srgb 0]
				[1 srgb 1]
			}
			scale	lamp_radius
			rotate	x * 90
		}
	}
}


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From: Thomas de Groot
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 03:20:45
Message: <54ddb3dd$1@news.povray.org>
On 13-2-2015 0:07, Mike Horvath wrote:
> On 2/12/2015 3:28 AM, Thomas de Groot wrote:
>> I have been wondering about those six circular windows. While rotating
>> do they not create a kind of blinking effect?
>>
>
>
> The effect is probably similar to the one experienced by farmers living
> near and under wind power turbines. It is probably annoying. I could
> replace the holes in the outer shell with a single cylindrical groove to
> remove the effect, but it wouldn't make structural sense.

If structural sense is the only thing that matters (and not a view to 
the outside) why not provide smaller holes set on different circular 
paths between inner and outer shells, so that they do not coincide?

-- 
Thomas


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From: clipka
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 06:00:08
Message: <54ddd938$1@news.povray.org>
Am 13.02.2015 um 00:09 schrieb Mike Horvath:

>> Instead of using a standard "finish" define your own with a reflection
>> rgb close to one for copper.
>>
>>
>>    reflection {
>>      rgb <0.722,0.451,0.200>
>>      fresnel   0
>>      falloff   0.000
>>      exponent  1.000
>>      metallic  0.500
>>    }
>>
>
>
> I just tried that but didn't notice much of a difference. Maybe because
> I am using parallel lights and camera?

You need something to reflect.


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From: Stephen
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 06:21:18
Message: <54ddde2e$1@news.povray.org>
On 13/02/2015 11:00, clipka wrote:
> Am 13.02.2015 um 00:09 schrieb Mike Horvath:
>
>>> Instead of using a standard "finish" define your own with a reflection
>>> rgb close to one for copper.
>>>
>>>
>>>    reflection {
>>>      rgb <0.722,0.451,0.200>
>>>      fresnel   0
>>>      falloff   0.000
>>>      exponent  1.000
>>>      metallic  0.500
>>>    }
>>>
>>
>>
>> I just tried that but didn't notice much of a difference. Maybe because
>> I am using parallel lights and camera?
>
> You need something to reflect.
>

Even a simple sky sphere will do.
Here is the one I use to start with.


#declare Shadow_Clouds_Top =
pigment {
   color rgbft <0.196,0.600,0.800,0.000,0.000>
}

#declare Shadow_Clouds_Mid =
pigment {
   bozo
   color_map {
     [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
     [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
     [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
   }

   rotate    <0.0,0.0,90.000>
   rotate    <180.000,0.0,0.0>
   scale     <1.000,6.000,6.000>
   rotate    <-180.000,0.000,-90.000>
   turbulence <0.650,0.650,0.650>
   octaves 6
   lambda 2.000
   omega 0.700
}

#declare Shadow_Clouds_Bot =
pigment {
   bozo
   color_map {
     [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
     [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
     [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
   }

   rotate    <0.0,0.0,90.000>
   rotate    <180.000,0.0,0.0>
   scale     <1.000,6.000,6.000>
   rotate    <-180.000,0.000,-90.000>
   translate <0.000,-0.150,0.000>
   turbulence <0.650,0.650,0.650>
   octaves 6
   lambda 2.000
   omega 0.700
}


#declare SkySphere1 =
sky_sphere {
pigment{ Shadow_Clouds_Top }
pigment{ Shadow_Clouds_Mid }
pigment{ Shadow_Clouds_Bot }

}


-- 

Regards
     Stephen


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 15:40:49
Message: <54de6151@news.povray.org>
On 2/13/2015 6:21 AM, Stephen wrote:
> Even a simple sky sphere will do.
> Here is the one I use to start with.
>
>
> #declare Shadow_Clouds_Top =
> pigment {
>    color rgbft <0.196,0.600,0.800,0.000,0.000>
> }
>
> #declare Shadow_Clouds_Mid =
> pigment {
>    bozo
>    color_map {
>      [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
>      [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
>      [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
>    }
>
>    rotate    <0.0,0.0,90.000>
>    rotate    <180.000,0.0,0.0>
>    scale     <1.000,6.000,6.000>
>    rotate    <-180.000,0.000,-90.000>
>    turbulence <0.650,0.650,0.650>
>    octaves 6
>    lambda 2.000
>    omega 0.700
> }
>
> #declare Shadow_Clouds_Bot =
> pigment {
>    bozo
>    color_map {
>      [0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
>      [0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
>      [0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
>    }
>
>    rotate    <0.0,0.0,90.000>
>    rotate    <180.000,0.0,0.0>
>    scale     <1.000,6.000,6.000>
>    rotate    <-180.000,0.000,-90.000>
>    translate <0.000,-0.150,0.000>
>    turbulence <0.650,0.650,0.650>
>    octaves 6
>    lambda 2.000
>    omega 0.700
> }
>
>
> #declare SkySphere1 =
> sky_sphere {
> pigment{ Shadow_Clouds_Top }
> pigment{ Shadow_Clouds_Mid }
> pigment{ Shadow_Clouds_Bot }
>
> }
>
>


Here's my render with your skysphere. I still don't see any copper tint 
to the solar panels. It's not a big deal though.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 15:43:26
Message: <54de61ee$1@news.povray.org>
On 2/13/2015 3:20 AM, Thomas de Groot wrote:
> On 13-2-2015 0:07, Mike Horvath wrote:
>> On 2/12/2015 3:28 AM, Thomas de Groot wrote:
>>> I have been wondering about those six circular windows. While rotating
>>> do they not create a kind of blinking effect?
>>>
>>
>>
>> The effect is probably similar to the one experienced by farmers living
>> near and under wind power turbines. It is probably annoying. I could
>> replace the holes in the outer shell with a single cylindrical groove to
>> remove the effect, but it wouldn't make structural sense.
>
> If structural sense is the only thing that matters (and not a view to
> the outside) why not provide smaller holes set on different circular
> paths between inner and outer shells, so that they do not coincide?
>

I'm not sure I understand. Having holes of any kind would still produce 
blinking I think.


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From: Alain
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 20:54:55
Message: <54deaaef$1@news.povray.org>
Le 15-02-12 18:25, Mike Horvath a écrit :
> On 2/12/2015 4:02 PM, Alain wrote:
>>> Segmenting the light source would create strange shadows on the
>>> interior. Not sure what you mean about the pavement and 6 sections. I
>>> would like to make the light source more yellow, but haven't figured out
>>> how. Here's the LightSys code I use:
>>>
>>> #local Lightsys_Scene_Scale    = Meters * 100;            // 1 = 1cm?
>>> #local light_lumens        = 2;                    // float
>>> #local light_temp        = Daylight(6100);            // float in
>>> kelvin°
>>> #local light_color        = Light_Color(light_temp, light_lumens);
>>
>> If you reduce the value for Daylight() somewhat, it will get yellower,
>> and to a redish tint if you reduce it enough.
>> Try something like:
>> #local light_temp        = Daylight(5950);
>>
>>
>>
>> Alain
>
>
> Here's the material for the central axis lamp. I would like it to look a
> little dimmer and yellower. What should I change?
>
>
> texture {pigment {gamma_color_adjust(light_color) transmit 1}}
> interior
> {
>      media
>      {
>          emission gamma_color_adjust(light_color)
>          density
>          {
>              cylindrical
>              color_map
>              {
>                  [0 srgb 0]
>                  [1 srgb 1]
>              }
>              scale    lamp_radius
>              rotate    x * 90
>          }
>      }
> }

If you change:
emission gamma_color_adjust(light_color)

so it becomes this:
emission gamma_color_adjust(light_color)*<0.9, 0.89, 0.75>

it will get dimmer and yellower, a bit on the redish side.
Experiment with that added parameter untill you get something that you like.

You may also lower the value used for the DayLight() macro, it will also 
shift the hue toward the red end of the spectrum with a side effect of a 
globaly dimmer intensity.
The value is the light's temperature in K°.

If you reduce the value used for "light_lumens", the intensity will be 
reduced keeping the same hue.



Alain


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From: Alain
Subject: Re: Spinner colony (again)
Date: 13 Feb 2015 20:59:18
Message: <54deabf6@news.povray.org>
Le 15-02-13 15:43, Mike Horvath a écrit :
> On 2/13/2015 3:20 AM, Thomas de Groot wrote:
>> On 13-2-2015 0:07, Mike Horvath wrote:
>>> On 2/12/2015 3:28 AM, Thomas de Groot wrote:
>>>> I have been wondering about those six circular windows. While rotating
>>>> do they not create a kind of blinking effect?
>>>>
>>>
>>>
>>> The effect is probably similar to the one experienced by farmers living
>>> near and under wind power turbines. It is probably annoying. I could
>>> replace the holes in the outer shell with a single cylindrical groove to
>>> remove the effect, but it wouldn't make structural sense.
>>
>> If structural sense is the only thing that matters (and not a view to
>> the outside) why not provide smaller holes set on different circular
>> paths between inner and outer shells, so that they do not coincide?
>>
>
> I'm not sure I understand. Having holes of any kind would still produce
> blinking I think.

The blinking effect can be reduced if the two openings set don't have 
the same number of openings.

Try 6 on the outer shell and 7 for the inner shell.


Alain


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From: Thomas de Groot
Subject: Re: Spinner colony (again)
Date: 14 Feb 2015 03:21:08
Message: <54df0574@news.povray.org>
On 13-2-2015 21:43, Mike Horvath wrote:
>
> I'm not sure I understand. Having holes of any kind would still produce
> blinking I think.

Words... difficult...
I made a little simplified image to show what I mean.

-- 
Thomas


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 14 Feb 2015 22:07:15
Message: <54e00d63@news.povray.org>
I've been playing around with different scales for the habitat. I prefer 
the larger scale (left in the image). But I know there's no way I can 
render it with the quality levels turned up higher. I tried a couple 
days ago but after 2.5 hours it was still stuck in that stage between 
parsing and actually rendering. I can't spare my computer for the week 
or however long it would require to render the scene.


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From: clipka
Subject: Re: Spinner colony (again)
Date: 15 Feb 2015 07:48:40
Message: <54e095a8$1@news.povray.org>
Am 15.02.2015 um 04:07 schrieb Mike Horvath:
> I've been playing around with different scales for the habitat. I prefer
> the larger scale (left in the image). But I know there's no way I can
> render it with the quality levels turned up higher. I tried a couple
> days ago but after 2.5 hours it was still stuck in that stage between
> parsing and actually rendering. I can't spare my computer for the week
> or however long it would require to render the scene.

Sounds like you might be hitting the physical memory limits of your 
computer, and entering the abyss of swap hell. In that case I'd wager 
even a week to be a very optimistic estimate.


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From: Stephen
Subject: Re: Spinner colony (again)
Date: 16 Feb 2015 09:10:13
Message: <54e1fa45@news.povray.org>
On 12/02/2015 23:09, Mike Horvath wrote:

>
> I just tried that but didn't notice much of a difference. Maybe because
> I am using parallel lights and camera?

I think that the fault is on my part. (Sorry for the delay in replying.)
I don't write my own code I use a modeller and there was a cut and paste 
problem in my last post.

The attached image shows a coloured reflection.

The bands are (R to L) Cu reflection, no colour in reflection and brick 
pattern with the mortar having a coloured reflection.

#declare SMcA_BlackCu =
texture {
   pigment {
     color rgbft <0.122,0.122,0.122,0.000,0.000>
   }

   finish {
     ambient     rgb <0.100,0.100,0.100>
     brilliance  1.000
     crand       0.000
     diffuse     0.600
     metallic    1.000
     phong       0.000
     phong_size  40.000
     specular    0.000
     roughness   0.050
     reflection {
       rgb <0.481,0.301,0.133>, rgb <0.722,0.451,0.200>
       fresnel   0
       falloff   0.000
       exponent  1.000
       metallic  0.000
     }
   }

}


-- 

Regards
     Stephen


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 16 Feb 2015 19:02:49
Message: <54e28529$1@news.povray.org>
On 2/16/2015 9:10 AM, Stephen wrote:
> finish {
>      ambient     rgb <0.100,0.100,0.100>
>      brilliance  1.000
>      crand       0.000
>      diffuse     0.600
>      metallic    1.000
>      phong       0.000
>      phong_size  40.000
>      specular    0.000
>      roughness   0.050
>      reflection {
>        rgb <0.481,0.301,0.133>, rgb <0.722,0.451,0.200>
>        fresnel   0
>        falloff   0.000
>        exponent  1.000
>        metallic  0.000
>      }
>    }

That worked! Thanks.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 01:17:29
Message: <54e42e79@news.povray.org>
I have curved the solar panels and agridomes. They look a lot more sleek 
now.

I am also still working on a solution for the viewport flickering. I've 
at least reduced it somewhat by making the spindles in the outer shell 
thinner. I don't like how this looks, but maybe adding a few more curves 
here and there will make it look better.

Lastly, I'm still trying to figure out how to reflect sunlight onto the 
agridomes. I'm considering a paraboloid directly "above" them (from the 
standpoint of someone standing inside the agridome), but space is tight.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 01:32:37
Message: <54e43205$1@news.povray.org>
On 2/15/2015 7:48 AM, clipka wrote:
> Am 15.02.2015 um 04:07 schrieb Mike Horvath:
>> I've been playing around with different scales for the habitat. I prefer
>> the larger scale (left in the image). But I know there's no way I can
>> render it with the quality levels turned up higher. I tried a couple
>> days ago but after 2.5 hours it was still stuck in that stage between
>> parsing and actually rendering. I can't spare my computer for the week
>> or however long it would require to render the scene.
>
> Sounds like you might be hitting the physical memory limits of your
> computer, and entering the abyss of swap hell. In that case I'd wager
> even a week to be a very optimistic estimate.
>

I was keeping an eye on my physical memory and I don't remember it going 
past 4GB (I have 8GB total). My swap file is also on an SSD and I don't 
remember much activity (big blinking red light on PC case) there either.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 01:33:07
Message: <54e43223$1@news.povray.org>
On 2/14/2015 3:20 AM, Thomas de Groot wrote:
> On 13-2-2015 21:43, Mike Horvath wrote:
>>
>> I'm not sure I understand. Having holes of any kind would still produce
>> blinking I think.
>
> Words... difficult...
> I made a little simplified image to show what I mean.
>


I'm sorry but that picture still doesn't make sense to me.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 01:33:55
Message: <54e43253$1@news.povray.org>
On 2/13/2015 8:59 PM, Alain wrote:
>> I'm not sure I understand. Having holes of any kind would still produce
>> blinking I think.
>
> The blinking effect can be reduced if the two openings set don't have
> the same number of openings.
>
> Try 6 on the outer shell and 7 for the inner shell.
>
>
> Alain


That's an idea, and a pretty simple one too. Thanks.


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From: Thomas de Groot
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 03:10:44
Message: <54e44904$1@news.povray.org>
On 18-2-2015 7:33, Mike Horvath wrote:
> On 2/14/2015 3:20 AM, Thomas de Groot wrote:
>> On 13-2-2015 21:43, Mike Horvath wrote:
>>>
>>> I'm not sure I understand. Having holes of any kind would still produce
>>> blinking I think.
>>
>> Words... difficult...
>> I made a little simplified image to show what I mean.
>>
>
>
> I'm sorry but that picture still doesn't make sense to me.
The holes do not overlap when rotating the (blue) inner hull. This way 
you can position the holes in non-overlapping circular paths. Of course, 
you loose the view to the outside ;-)

-- 
Thomas


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From: Le Forgeron
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 08:25:08
Message: <54e492b4$1@news.povray.org>
Le 18/02/2015 07:32, Mike Horvath a écrit :
> On 2/15/2015 7:48 AM, clipka wrote:
>> Am 15.02.2015 um 04:07 schrieb Mike Horvath:
>>> I've been playing around with different scales for the habitat. I prefer
>>> the larger scale (left in the image). But I know there's no way I can
>>> render it with the quality levels turned up higher. I tried a couple
>>> days ago but after 2.5 hours it was still stuck in that stage between
>>> parsing and actually rendering. I can't spare my computer for the week
>>> or however long it would require to render the scene.
>>
>> Sounds like you might be hitting the physical memory limits of your
>> computer, and entering the abyss of swap hell. In that case I'd wager
>> even a week to be a very optimistic estimate.
>>
>
> I was keeping an eye on my physical memory and I don't remember it going
> past 4GB (I have 8GB total). My swap file is also on an SSD and I don't
> remember much activity (big blinking red light on PC case) there either.

As long as OS is 64 bits, no problem.

Note that Windows 32 bits can manage at best 3.5GB of memory, and that 
applications are allowed to have at most 2GB of private memory, IIRC.
(hence probably the comment about linux being better... for 32 bits, but 
it 's only a small improvement, as it is 3GB instead of 2GB)

-- 
Just because nobody complains does not mean all parachutes are perfect.


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From: Ger
Subject: Re: Spinner colony (again)
Date: 18 Feb 2015 17:14:32
Message: <54e50ec8@news.povray.org>
Mike Horvath wrote:

> On 2/13/2015 8:59 PM, Alain wrote:
>>> I'm not sure I understand. Having holes of any kind would still 
produce
>>> blinking I think.
>>
>> The blinking effect can be reduced if the two openings set don't have
>> the same number of openings.
>>
>> Try 6 on the outer shell and 7 for the inner shell.
>>
>>
>> Alain
> 
> 
> That's an idea, and a pretty simple one too. Thanks.

Or you could make it as a "Dauerluft" (venting slot) with different 
number of slots.


-- 

Ger


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 20 Feb 2015 19:40:23
Message: <54e7d3f7@news.povray.org>
My latest render. I'm satisfied with the inner/outer hull viewport area.

I think now it is time to consider propulsion. A nuclear pulse drive 
like Project Orion could work. I would have to model some shock 
absorbers, and the pressure pad would need to be flat instead of 
parabolic (or not?).

I'm actually not sure what my other options are.


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From: Alain
Subject: Re: Spinner colony (again)
Date: 22 Feb 2015 13:39:23
Message: <54ea225b$1@news.povray.org>
Le 15-02-18 01:17, Mike Horvath a écrit :
> I have curved the solar panels and agridomes. They look a lot more sleek
> now.
>
> I am also still working on a solution for the viewport flickering. I've
> at least reduced it somewhat by making the spindles in the outer shell
> thinner. I don't like how this looks, but maybe adding a few more curves
> here and there will make it look better.
>
> Lastly, I'm still trying to figure out how to reflect sunlight onto the
> agridomes. I'm considering a paraboloid directly "above" them (from the
> standpoint of someone standing inside the agridome), but space is tight.

To reflect light to the agridomes, a set of flat mirors is probably the 
best solution.
You don't realy need to concentrate the light, there is no athmosphere 
filtering it.
It's easier to orient flat mirors as needed depending on your 
orientation relative to the sun or nearest star.


Alain


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 22 Feb 2015 23:20:28
Message: <54eaaa8c$1@news.povray.org>
On 2/22/2015 1:39 PM, Alain wrote:
> Le 15-02-18 01:17, Mike Horvath a écrit :
>> I have curved the solar panels and agridomes. They look a lot more sleek
>> now.
>>
>> I am also still working on a solution for the viewport flickering. I've
>> at least reduced it somewhat by making the spindles in the outer shell
>> thinner. I don't like how this looks, but maybe adding a few more curves
>> here and there will make it look better.
>>
>> Lastly, I'm still trying to figure out how to reflect sunlight onto the
>> agridomes. I'm considering a paraboloid directly "above" them (from the
>> standpoint of someone standing inside the agridome), but space is tight.
>
> To reflect light to the agridomes, a set of flat mirors is probably the
> best solution.
> You don't realy need to concentrate the light, there is no athmosphere
> filtering it.
> It's easier to orient flat mirors as needed depending on your
> orientation relative to the sun or nearest star.
>
>
> Alain

I got some very good suggestions in this post:

https://forum.geogebra.org/viewtopic.php?p=139143#p139143

The problems now are that:

1. Should I collect the light from the direction the ship is heading, or 
extending from the rotating ring? The ship will not be facing the sun 
100% of the time.
2. I'm running out of room to place the mirrors.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 23 Feb 2015 20:45:07
Message: <54ebd7a3$1@news.povray.org>
I tried turning on the atmosphere and area light in my latest version of 
the spaceship interior, but after 10 hours the render was at 8% and 
hadn't reached the slow bits yet. I will try again in 10 years. :(


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From: Le Forgeron
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 03:24:39
Message: <54ec3547@news.povray.org>
Le 24/02/2015 02:45, Mike Horvath a écrit :
> I tried turning on the atmosphere and area light in my latest version of
> the spaceship interior, but after 10 hours the render was at 8% and
> hadn't reached the slow bits yet. I will try again in 10 years. :(

What size of area light (in term of row & column) did you try ?
(did you try a preview with only 2x2 area lights, to get an idea of time 
to render ?)
What option (adaptative ? +AM2 or +AM1 ?) are you using to speed up area 
lights ?

-- 
Just because nobody complains does not mean all parachutes are perfect.


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From: Alain
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 17:10:40
Message: <54ecf6e0@news.povray.org>
Le 15-02-22 23:20, Mike Horvath a écrit :
> On 2/22/2015 1:39 PM, Alain wrote:
>> Le 15-02-18 01:17, Mike Horvath a écrit :
>>> I have curved the solar panels and agridomes. They look a lot more sleek
>>> now.
>>>
>>> I am also still working on a solution for the viewport flickering. I've
>>> at least reduced it somewhat by making the spindles in the outer shell
>>> thinner. I don't like how this looks, but maybe adding a few more curves
>>> here and there will make it look better.
>>>
>>> Lastly, I'm still trying to figure out how to reflect sunlight onto the
>>> agridomes. I'm considering a paraboloid directly "above" them (from the
>>> standpoint of someone standing inside the agridome), but space is tight.
>>
>> To reflect light to the agridomes, a set of flat mirors is probably the
>> best solution.
>> You don't realy need to concentrate the light, there is no athmosphere
>> filtering it.
>> It's easier to orient flat mirors as needed depending on your
>> orientation relative to the sun or nearest star.
>>
>>
>> Alain
>
> I got some very good suggestions in this post:
>
> https://forum.geogebra.org/viewtopic.php?p=139143#p139143
>
> The problems now are that:
>
> 1. Should I collect the light from the direction the ship is heading, or
> extending from the rotating ring? The ship will not be facing the sun
> 100% of the time.
> 2. I'm running out of room to place the mirrors.

Place the mirrors on pivots, with some actuators, mounted on rails that 
run the length of the hull.
That way, you can place the mirrors in the most effecient way.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 18:54:59
Message: <54ed0f53$1@news.povray.org>
On 2/24/2015 5:11 PM, Alain wrote:
>> I got some very good suggestions in this post:
>>
>> https://forum.geogebra.org/viewtopic.php?p=139143#p139143
>>
>> The problems now are that:
>>
>> 1. Should I collect the light from the direction the ship is heading, or
>> extending from the rotating ring? The ship will not be facing the sun
>> 100% of the time.
>> 2. I'm running out of room to place the mirrors.
>
> Place the mirrors on pivots, with some actuators, mounted on rails that
> run the length of the hull.
> That way, you can place the mirrors in the most effecient way.
>

What sort of pivots? Wouldn't that cause the mirrors to point away from 
the agridomes? Do you mean tracks of some sort?


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 18:56:57
Message: <54ed0fc9$1@news.povray.org>
On 2/24/2015 3:24 AM, Le_Forgeron wrote:
> Le 24/02/2015 02:45, Mike Horvath a écrit :
>> I tried turning on the atmosphere and area light in my latest version of
>> the spaceship interior, but after 10 hours the render was at 8% and
>> hadn't reached the slow bits yet. I will try again in 10 years. :(
>
> What size of area light (in term of row & column) did you try ?
> (did you try a preview with only 2x2 area lights, to get an idea of time
> to render ?)
> What option (adaptative ? +AM2 or +AM1 ?) are you using to speed up area
> lights ?
>

The area light is a 16x1 grid. Anything less leaves weird shadows.


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 24 Feb 2015 23:27:04
Message: <54ed4f18$1@news.povray.org>
On 2/20/2015 7:40 PM, Mike Horvath wrote:
> My latest render. I'm satisfied with the inner/outer hull viewport area.
>
> I think now it is time to consider propulsion. A nuclear pulse drive
> like Project Orion could work. I would have to model some shock
> absorbers, and the pressure pad would need to be flat instead of
> parabolic (or not?).
>
> I'm actually not sure what my other options are.


The latest source code can be found here:

https://www.mediafire.com/?u11o46byrcjlfn6

The relevant files are:

gh_scene_spinner_interior.pov
gh_scene_spinner_cutaway.pov

There are quite a few dependencies. I'll try and list them all here:

// 1. Chris Colefax for the CITY GENERATOR INCLUDE FILE which I have 
heavily modified.
// 2. Rune's particle system
// 3. GALAXY INCLUDE FILE FOR PERSISTENCE OF VISION
// 4. Meshmerizing Mesh Maker Macros
// 5. http://www.ignorancia.org/en/index.php?page=Lightsys
// 6. Truss Generator include by Theran Cochran
// 7. sphere.inc by Shuhei Kawachi
// 8. grasspatch.inc by Josh English
// 9. SPACE AGE TrueType font
// 10. Joseph Hewitt for most of the mecha models, except for items like 
the hovercraft which I got from TurboSquid, as well as my own Lego models.
// 11. Raumschiff5.inc, Horus.inc by Frank Bruder
// 12. eagle.pov from the Object Collection
// 13. vulture.pov from the Object Collection

My modified City Gen is included in the zip file. Joseph Hewitt's mecha 
models are included in the "models" sub-directory. If you need more help 
just let me know.


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From: clipka
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 16:13:49
Message: <54ef8c8d@news.povray.org>
Am 16.02.2015 um 15:10 schrieb Stephen:

> texture {
>    pigment {
>      color rgbft <0.122,0.122,0.122,0.000,0.000>
>    }
>
>    finish {
...
>      diffuse     0.600
>      metallic    1.000
...
>      reflection {
>        rgb <0.481,0.301,0.133>, rgb <0.722,0.451,0.200>
>        fresnel   0
>        falloff   0.000
>        exponent  1.000
>        metallic  0.000
>      }
>    }

Don't do that; this will make highlights white while making reflections 
coloured, which is a particularly bad idea (unrealistic combination). 
Also, polished metals should only have a very low diffuse (if any), and 
minimum reflection should be 0.0. So instead of the above, use something 
like this:

texture {
    pigment {
       color rgbft <1.00, 0.62, 0.28, 0, 0>
    }
    finish {
...
       diffuse     0 // or some very low value
       metallic    on
...
       reflection {
          0.722
...
          metallic on
       }
    }
}


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From: Alain
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 16:15:55
Message: <54ef8d0b@news.povray.org>
Le 15-02-24 18:55, Mike Horvath a écrit :
> On 2/24/2015 5:11 PM, Alain wrote:
>>> I got some very good suggestions in this post:
>>>
>>> https://forum.geogebra.org/viewtopic.php?p=139143#p139143
>>>
>>> The problems now are that:
>>>
>>> 1. Should I collect the light from the direction the ship is heading, or
>>> extending from the rotating ring? The ship will not be facing the sun
>>> 100% of the time.
>>> 2. I'm running out of room to place the mirrors.
>>
>> Place the mirrors on pivots, with some actuators, mounted on rails that
>> run the length of the hull.
>> That way, you can place the mirrors in the most effecient way.
>>
>
> What sort of pivots? Wouldn't that cause the mirrors to point away from
> the agridomes? Do you mean tracks of some sort?

Some pivots that allow 2 levels of freedom. A cardant joint would work, 
or a ball and socket one.
The actuators are used to orient the mirrors toward the agridomes.
The rails/tracks are used to move the mirrors do that they are not in 
the shadow of something else.


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From: Stephen
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 17:12:57
Message: <54ef9a69$1@news.povray.org>
On 26/02/2015 21:13, clipka wrote:
>
> Don't do that; this will make highlights white while making reflections
> coloured, which is a particularly bad idea (unrealistic combination).

Good advice in general. My example was just to show that you could add a 
coloured tinge to a reflection. It is way to high to be a tinge I admit.


> Also, polished metals should only have a very low diffuse (if any), and
> minimum reflection should be 0.0.

Take heed all. :-)
In my haste I just used the defaults built into Bishop3D. :-(

-- 

Regards
     Stephen


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From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 17:19:16
Message: <54ef9be4@news.povray.org>
For my latest render I turned on the atmosphere. However, it resulted in 
the super blue colors you can see in the attached image. What is the 
cause and how do I tone it down?

Here's my material:

	#declare atmos_material = material
	{
		// check TexQual here?
		texture {pigment {color rgb 1 transmit 1}}
		interior
		{
			media
			{
				scattering
				{
					4, <0.2,0.4,1.0>/8000	// crappy approximaion of TerraPOV value
					extinction	1
				}
				samples	1,1
				density
				{
					cylindrical
					poly_wave	0.25
					density_map
					{
						[0	srgb 1]
						[1	srgb 0]
					}
					scale	city_radius
				}
			}
		}
		rotate	x * 90
	}


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Attachments:
Download 'gh_scene_spinner_interior_26.png' (870 KB)

Preview of image 'gh_scene_spinner_interior_26.png'
gh_scene_spinner_interior_26.png


 

From: Mike Horvath
Subject: Re: Spinner colony (again)
Date: 26 Feb 2015 19:06:50
Message: <54efb51a$1@news.povray.org>
On 2/26/2015 4:16 PM, Alain wrote:
> Some pivots that allow 2 levels of freedom. A cardant joint would work,
> or a ball and socket one.
> The actuators are used to orient the mirrors toward the agridomes.
> The rails/tracks are used to move the mirrors do that they are not in
> the shadow of something else.
>

I think that may take up too much space. The whole assemblage would also 
have to rotate around the ship along with the agridomes.


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From: Thomas de Groot
Subject: Re: Spinner colony (again)
Date: 27 Feb 2015 03:14:14
Message: <54f02756$1@news.povray.org>
On 26-2-2015 23:19, Mike Horvath wrote:
> For my latest render I turned on the atmosphere. However, it resulted in
> the super blue colors you can see in the attached image. What is the
> cause and how do I tone it down?
>

I would strongly tone down the blue component in the scattering. You 
will need to find what suits you best. Start with <0.2, 0.4, 0.5> and go 
up or down.

-- 
Thomas


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From: clipka
Subject: Re: Spinner colony (again)
Date: 27 Feb 2015 19:12:17
Message: <54f107e1$1@news.povray.org>
Am 26.02.2015 um 23:19 schrieb Mike Horvath:
> For my latest render I turned on the atmosphere. However, it resulted in
> the super blue colors you can see in the attached image. What is the
> cause and how do I tone it down?

Why bother simulating an atmosphere at all? At those sizes, it shouldn't 
make any visible difference anyway.


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