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On 08/08/2018 22:02, Mike Horvath wrote:
> On 8/8/2018 1:05 PM, Stephen wrote:
>> On 08/08/2018 15:08, Mike Horvath wrote:
>>> Okay, I uploaded my scene to here:
>>>
>>>
http://lib.povray.org/searchcollection/index2.php?objectName=Ringworld&version=2.0&contributorTag=SharkD
>>>
>>>
>>> I also attached my latest render to this post. The shadow squares'
>>> widths now match what was apparently stated in the books. The
>>> shadowed regions on the ring look much better now.
>>>
>>> However, I had to double the height of the shadow squares in order to
>>> block out the sun. See the parameter `RWorld_Shadow_Square_Width`.
>>> I'm not sure why this was necessary, as the original height was equal
>>> to the sun's diameter, and should have fully blocked its light.
>>>
>>
>> Do the two area_light vectors <Axis_1> and <Axis_2> extend beyond the
>> star's volume?
>>
>
> 1. the axis lengths are equal to the sun's diameter
> 2. the area light is circular and oriented
> 3. the sun's diameter should be equal to the shadow squares' height
> according to Niven's website
Just a check list.
I just noticed that the data I was looking at was from the game. Oops.
> 4. an array of point lights in the shape of a sphere does not suffer
> from the issues I'm experiencing
>
How do you do that without them clustering at the poles?
>
>>> Oh well.
>>>
>>>
>>
>> I like the image especially the shadows cast by the shadow squares in
>> the solar wind. :)
>>
>
> Thanks!
>
>
>> Unfortunately I don't have CIE.inc or lightsys.inc installed. :(
>>
>>
>
> I use them in nearly everything. Not sure why. Probably just habit.
>
>
Probably a good habit to have.
--
Regards
Stephen
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On 08/08/2018 22:12, Alain wrote:
> Le 18-08-07 à 11:20, Stephen a écrit :
>
>> Thanks Alain, I seldom use area lights and this is the first time I
>> have used adaptive.
>> When you said samples is that what the offline help names Size_1 &
>> Size_2, in the line;
>> AXIS_1_VECTOR, AXIS_2_VECTOR, Size_1, Size_2?
>>
>
> Yes, Size_1 and Size_2.
>
> AXIS_1_VECTOR and AXIS_2_VECTOR set the extent of the area_light.
> Size_1 and Size_2 set the number of components, or samples, in the
> area_light.
>
> When using orient, the pairs need to be of the same size. The
> AXIS_n_VECTORs need to have the same length and be perpendicular.
> And, you need Size_1 = Size_2.
>
> When using adaptive, always start with adaptive 0 and only increase if
> you really need to.
>
>
>
Thanks for the advice Alain
--
Regards
Stephen
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On 8/8/2018 10:08 AM, Mike Horvath wrote:
> However, I had to double the height of the shadow squares in order to
> block out the sun. See the parameter `RWorld_Shadow_Square_Width`. I'm
> not sure why this was necessary, as the original height was equal to the
> sun's diameter, and should have fully blocked its light.
I am dumb. Instead of specifying the area light's axis vectors in the
form of:
x * foo, y * foo
I was instead simply using:
foo, foo
which is the same as:
<foo,foo,foo>, <foo,foo,foo>
which is too long.
I fixed that and things are fine now. Doing another really big render at
the moment. It might take over a day to render.
Mike
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On 8/8/2018 5:35 PM, Stephen wrote:
> On 08/08/2018 22:02, Mike Horvath wrote:
>> On 8/8/2018 1:05 PM, Stephen wrote:
>>> On 08/08/2018 15:08, Mike Horvath wrote:
>>>> Okay, I uploaded my scene to here:
>>>>
>>>>
http://lib.povray.org/searchcollection/index2.php?objectName=Ringworld&version=2.0&contributorTag=SharkD
>>>>
>>>>
>>>> I also attached my latest render to this post. The shadow squares'
>>>> widths now match what was apparently stated in the books. The
>>>> shadowed regions on the ring look much better now.
>>>>
>>>> However, I had to double the height of the shadow squares in order
>>>> to block out the sun. See the parameter
>>>> `RWorld_Shadow_Square_Width`. I'm not sure why this was necessary,
>>>> as the original height was equal to the sun's diameter, and should
>>>> have fully blocked its light.
>>>>
>>>
>>> Do the two area_light vectors <Axis_1> and <Axis_2> extend beyond the
>>> star's volume?
>>>
>>
>> 1. the axis lengths are equal to the sun's diameter
Oops! I screwed up here. See my other post. They're fixed now.
>> 2. the area light is circular and oriented
>> 3. the sun's diameter should be equal to the shadow squares' height
>> according to Niven's website
>
> Just a check list.
> I just noticed that the data I was looking at was from the game. Oops.
>
Here's a scan from the game:
https://img.fireden.net/tg/image/1464/06/1464060167901.jpg
The shadow squares seem much smaller than they should be.
>
>> 4. an array of point lights in the shape of a sphere does not suffer
>> from the issues I'm experiencing
>>
>
> How do you do that without them clustering at the poles?
>
>
I don't. They do cluster! I should investigate a "good enough" sphere
packing formula.
>>
>>>> Oh well.
>>>>
>>>>
>>>
>>> I like the image especially the shadows cast by the shadow squares in
>>> the solar wind. :)
>>>
>>
>> Thanks!
>>
>>
>>> Unfortunately I don't have CIE.inc or lightsys.inc installed. :(
>>>
>>>
>>
>> I use them in nearly everything. Not sure why. Probably just habit.
>>
>>
> Probably a good habit to have.
>
>
>
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Here's a partial render.
I would like to make the edge of the sun a bit sharper, and also make
the sun smaller while keeping the haze generally the same. Here is the
sphere I use for this:
/////////////////////////////////////////////////////////////////
#declare RWorld_Corona_Radius = 95000*4;
#declare RWorld_Corona_Object = sphere
{
0, RWorld_Corona_Radius
hollow
material
{
texture
{
pigment {rgbt 1}
}
interior
{
media
{
scattering {1, RWorld_Light_Point_Color/2000}
density
{
function {1/(x*x + y*y + z*z)/RWorld_Corona_Radius}
density_map
{
[0.0 rgb 0]
[1.0 rgb 1]
}
scale RWorld_Corona_Radius
}
}
}
}
}
/////////////////////////////////////////////////////////
Any idea on how I can accomplish this?
Post a reply to this message
Attachments:
Download 'sdsadasdsa.png' (273 KB)
Preview of image 'sdsadasdsa.png'
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On 9-8-2018 8:07, Mike Horvath wrote:
> Here's a partial render.
>
> I would like to make the edge of the sun a bit sharper, and also make
> the sun smaller while keeping the haze generally the same. Here is the
> sphere I use for this:
>
>
> /////////////////////////////////////////////////////////////////
> #declare RWorld_Corona_Radius = 95000*4;
> #declare RWorld_Corona_Object = sphere
> {
> 0, RWorld_Corona_Radius
> hollow
> material
> {
> texture
> {
> pigment {rgbt 1}
> }
> interior
> {
> media
> {
> scattering {1, RWorld_Light_Point_Color/2000}
> density
> {
> function {1/(x*x + y*y +
z*z)/RWorld_Corona_Radius}
> density_map
> {
> [0.0 rgb 0]
> [1.0 rgb 1]
> }
> scale RWorld_Corona_Radius
> }
> }
> }
> }
> }
> /////////////////////////////////////////////////////////
>
>
> Any idea on how I can accomplish this?
>
>
I would suggest to play with the settings of the density_map. Not
tested, but something like:
density_map {
[0.00 rgb 0.0]
[0.90 rgb 0.9]
[0.90 rgb 1.0]
}
--
Thomas
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On 8/9/2018 2:40 AM, Thomas de Groot wrote:
> I would suggest to play with the settings of the density_map. Not
> tested, but something like:
>
> density_map {
> [0.00 rgb 0.0]
> [0.90 rgb 0.9]
> [0.90 rgb 1.0]
> }
>
>
Yeah, I thought of that too, but haven't been successful.
I also tried changing the formula so that x y and z are cubed instead of
squared, but it turned the whole image black!
Meh.
Mike
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On 08/08/2018 12:08, Thomas de Groot wrote:
>>
>
> I often need to take stock again and again of the gigantic distances and
> sizes we are dealing with in a planetary system. It is something quite
> difficult to grasp, and rendering things like the Ringworld makes us
> forget them, reducing them to simple rings to be taken into our hands ;-)
>
Translating from the mind's eye to reality is always a problem with
planetary scales.
I wonder if it is possible to use a log rather than a linear scale along
the axis.
--
Regards
Stephen
Post a reply to this message
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On 9-8-2018 10:10, Mike Horvath wrote:
> On 8/9/2018 2:40 AM, Thomas de Groot wrote:
>> I would suggest to play with the settings of the density_map. Not
>> tested, but something like:
>>
>> density_map {
>> [0.00 rgb 0.0]
>> [0.90 rgb 0.9]
>> [0.90 rgb 1.0]
>> }
>>
>>
>
> Yeah, I thought of that too, but haven't been successful.
>
> I also tried changing the formula so that x y and z are cubed instead of
> squared, but it turned the whole image black!
>
> Meh.
>
>
> Mike
I tested this and it looks acceptable to me:
#local MyScale = 10;
sphere {
0, 1
hollow
texture {pigment {rgbt 1}}
interior {
media {
emission 3/MyScale
density{
spherical
density_map {
[0.10 rgb <0.0, 0, 0.0>]
[0.95 rgb <1.0, 1.0, 1.0>*0.2]
[0.95 rgb <1.0, 1.0, 1.0>]
}
}
}
}
scale MyScale
}
Instead of 'spherical', you may need something else more appropriate. I
have problems with the function you use for the density map.
--
Thomas
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On 9-8-2018 13:11, Stephen wrote:
> On 08/08/2018 12:08, Thomas de Groot wrote:
>
>>>
>>
>> I often need to take stock again and again of the gigantic distances
>> and sizes we are dealing with in a planetary system. It is something
>> quite difficult to grasp, and rendering things like the Ringworld
>> makes us forget them, reducing them to simple rings to be taken into
>> our hands ;-)
>>
>
> Translating from the mind's eye to reality is always a problem with
> planetary scales.
Indeed. It is not just a matter of scaling up or scaling down the model.
More is involved.
>
> I wonder if it is possible to use a log rather than a linear scale along
> the axis.
>
I'll leave that to my betters, but it might be an interesting and
worthwhile experiment.
--
Thomas
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