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30 Jul 2024 08:26:51 EDT (-0400)
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From: Thomas de Groot
Subject: Re: Ringworld
Date: 15 Oct 2013 03:52:06
Message: <525cf426@news.povray.org>
On 15-10-2013 9:41, posfan12 wrote:
>> Looking good. What are the shadows in the media beyond the Shadow
>> Squares? I guess media artefacts, in which case you need to use more
>> samples.
>>
>> Thomas
>
> I don't know what they are. Were in the code do I increase samples?
>

In the media for the Corona. In your code, you are using the default 
sample value. Add the samples to the code:

media {
   samples 100
   scattering {1, light_color/20}
etc

Play with the value increasing/decreasing it until the artefacts 
disappear. Render time may become a bit longer but not much.

Thomas


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Ringworld
Date: 15 Oct 2013 11:12:38
Message: <525d5b66$1@news.povray.org>
Hi(gh)!

On 15.10.2013 09:24, Bill Pragnell wrote:

> Maybe not described in the book, but climate bands would be the sort of thing
> the engineers might implement anyway, judging by other design choices!

To achieve this, the "rim" surface has to be curved inwards, with the 
outer portions being illuminated from a shallower angle... but then it 
probably would be more difficult to keep the atmosphere in place (I 
assume the rim is not roofed over).

See you in Khyberspace!

Yadgar


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From: Alain
Subject: Re: Ringworld
Date: 15 Oct 2013 20:55:27
Message: <525de3ff$1@news.povray.org>
Le 13-10-14 12:25, posfan12 a écrit :
> I've tweaked the landscape a bit and added two belts of clouds. I'm not
> sure the two belts make sense on the ringworld. On Earth there is one
> cloud belt around the equator, and several jet streams I think.
>

On the Ring World, there is no Coriolis effect. If there was any, it 
would spin along some axis parallel to the gound, go from side to side 
and be excruciantly slow.

There would be convection winds. During the day, air go up over land and 
down over sea, ground winds toward the shores and high altitude winds 
toward the sea. It reverse itself during the nights as the sea cool down 
much slower than the land.

With a width of about 1000000 Km, you surely have some gravitational 
pull toward the wing's plane. This would result in the athmosphere 
bulging up in the middle, making it thicker.


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From: posfan12
Subject: Re: Ringworld
Date: 16 Oct 2013 00:13:17
Message: <525e125d$1@news.povray.org>
How do I specify a low density fog-like media that interacts with the 
light sources? I mean, a constant low density through the whole scene.

-- 
http://isometricland.net


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From: posfan12
Subject: Re: Ringworld
Date: 16 Oct 2013 00:32:07
Message: <525e16c7$1@news.povray.org>
I tried increasing the size of the media surrounding the sun and it 
completely disappeared. Is that the stupid epsilon again?

-- 
http://isometricland.net


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From: Thomas de Groot
Subject: Re: Ringworld
Date: 16 Oct 2013 03:19:49
Message: <525e3e15$1@news.povray.org>
On 16-10-2013 6:12, posfan12 wrote:
> How do I specify a low density fog-like media that interacts with the
> light sources? I mean, a constant low density through the whole scene.
>

by using a container enclosing your scene (or the part of the scene 
visible to the camera) and using a scattering media. The type of 
scattering depends on the effect you are after. type 1 answers to your 
question.

Thomas


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From: Thomas de Groot
Subject: Re: Ringworld
Date: 16 Oct 2013 03:27:47
Message: <525e3ff3@news.povray.org>
On 16-10-2013 6:31, posfan12 wrote:
> I tried increasing the size of the media surrounding the sun and it
> completely disappeared. Is that the stupid epsilon again?
>

No, it probably has to do with the scaling. If you increase the size of 
the container you have to decrease proportionally the scattering media 
in order to keep the same visible effect. In your code this would mean 
for example:

#declare corona_size = 100;

	sphere
	{
		0, corona_radius
		hollow
		material
		{
			texture
			{
				pigment {rgbt 1}
			}
			interior
			{
				media
				{
					scattering {1, light_color/20/corona_size}	// needs to be divided 
by corona_radius doesn't it?
					//emission light_color/1000
					density
					{
						function{1/(x*x + y*y + z*z)/corona_radius}
						density_map
						{
							[0 rgb 0]
							[1 rgb 1]
						}
						scale corona_radius
					}
				}
			}
		}
scale corona_size
	}


Your use of corona_radius is OK but may complicate things. I would 
suggest to develop your media on a unit scale sphere and only then 
rescale it all at once. You do not need corona_radius in that case.

Thomas


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From: posfan12
Subject: Re: Ringworld
Date: 16 Oct 2013 06:16:19
Message: <525e6773@news.povray.org>
On 10/14/2013 2:48 AM, Thomas de Groot wrote:
> Maybe we are not talking about the same artefacts. I was talking about
> those happening with views very close to the surface and from your image
> I got the impression that was the case. From space, I don't know. Imo it
> should render correctly. I shall have a look at your code.
>
> Thomas
>

This is what the artifacts look like from a somewhat close view from 
space. I think it's because the atmosphere layer is so close (0.0001 
units) to the surface layer.

Anyway, I turned the atmosphere off and put the blueish tint into the 
cloud layer. However, this doesn't look goo either, as the clouds now 
blend from white to blue, making it look like I have blue clouds. I will 
have to fix that.


Mike


-- 
http://isometricland.net


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From: posfan12
Subject: Re: Ringworld - a few solutions
Date: 16 Oct 2013 06:20:45
Message: <525e687d$1@news.povray.org>
On 10/14/2013 3:56 AM, Thomas de Groot wrote:
> 2) In your cloud texture, replace the finish either by:
>
>    finish {ambient1 diffuse 1}    // no radiosity
>
> or:
>
>    finish {emission 1 diffuse 1}    // radiosity

Unfortunately, increasing the ambient value makes the clouds visible 
from space even in areas that are not supposed to be lit.


-- 
http://isometricland.net


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From: Thomas de Groot
Subject: Re: Ringworld - a few solutions
Date: 16 Oct 2013 07:10:13
Message: <525e7415@news.povray.org>
On 16-10-2013 12:20, posfan12 wrote:
> On 10/14/2013 3:56 AM, Thomas de Groot wrote:
>> 2) In your cloud texture, replace the finish either by:
>>
>>    finish {ambient1 diffuse 1}    // no radiosity
>>
>> or:
>>
>>    finish {emission 1 diffuse 1}    // radiosity
>
> Unfortunately, increasing the ambient value makes the clouds visible
> from space even in areas that are not supposed to be lit.
>
>

How about:

ambient 1 diffuse 0

That should work better in that case I guess.

Thomas


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