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(If you reply to this message, please follow-up
to the appropriate, specific newsgroup. Thanks. :-)
I came up with what I thought was an unusual orientation
for a cockpit for a spaceship or mecha. I quickly built
a set of mecha legs for it, and created some images,
which I posted here:
"http://www.brickshelf.com/gallery/fwcain/items/walker00.jpg"
"http://www.brickshelf.com/gallery/fwcain/items/walker01.jpg"
I just wanted to share this idea of mine (the cockpit;
I've seen mecha-legs similar to this before, in two or more
different mecha models, IIRC). Please let me know
what you think. ;-)
OTOH, I do have a couple of problems, though, that I'd like
for the resident geniuses of POV-RAY/ray-tracing to assist me with,
if possible.
For reference purposes, I've posted a copy of the POV-RAY code
here:
"http://www.brickshelf.com/gallery/fwcain/povray/walker.pov.txt"
1. The horizon line is too crisp. This is especially noticeable
whenever I try to do a "night sky". How do I fix this?
2. When I try to do a "twilight sky", i.e., dark _blue_,
with stars and clouds, it winds up being a *black* sky
(with stars and a few clouds). How do I fix this?
Thanks,
Franklin
=====
Franklin Cain (and please do *not* call me "Frank" ;-)
fwcain@yahoo.com | http://fcain.tripod.com/
------------------------------------------------------------
USE OR DISTRIBUTION OF MY EMAIL ADDRESS FOR UNSOLICITED
COMMERCIAL PURPOSES (I.E., SPAM) IS STRICTLY PROHIBITED.
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Franklin W. Cain writes:
> 1. The horizon line is too crisp. This is especially noticeable
> whenever I try to do a "night sky". How do I fix this?
I use a "fog" object to make the transition from the ground plane to the
background smoother. For day scenes, I generally use a very light blue
color (like <0.7,0.9,1>). For night scenes, you could use a dark blue
<0,0,0.4> or black <0,0,0>. See the POV-Ray documentation for a complete
description of the syntax. Then play with the distance number until you
have a result you like. You can also change "rgb" to "rgbt" or "rgbf" and
add a transparency value to your fog's color. (eg, rgbf <0.7,0.9,1,0.5>
will always let half or more of the colors behind the fog through, (IIRC)).
> 2. When I try to do a "twilight sky", i.e., dark _blue_,
> with stars and clouds, it winds up being a *black* sky
> (with stars and a few clouds). How do I fix this?
What are you using to add clouds and stars? I also noticed that your POV
file had a background color of <0.2,0.2,0.4>, which is a grayish dark blue.
<0,0,0.4> might work better.
--Bram
Bram Lambrecht
bram@cwru.edu
http://home.cwru.edu/~bxl34/
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In lugnet.cad.ray, Bram Lambrecht writes:
>
> Franklin W. Cain writes:
> >
> > 2. When I try to do a "twilight sky", i.e., dark _blue_,
> > with stars and clouds, it winds up being a *black* sky
> > (with stars and a few clouds). How do I fix this?
>
> What are you using to add clouds and stars?
In my POV file:
"http://www.brickshelf.com/gallery/fwcain/povray/walker.pov.txt"
...Towards the end, I have this section:
// Sky?...Stars?...
#include "colors.inc"
#include "skies.inc"
#include "stars.inc"
#declare My_Night_Sky = union {
sphere {
< 0 , 0 , 0 > , 10001
texture {
Starfield1
}
}
sphere {
< 0 , 0 , 0 > , 10000
texture {
T_Cloud2
scale 1000
}
}
}
object {
O_Cloud1
}
The items "T_Cloud1", "T_Cloud2", and "O_Cloud1"
are from "skies.inc", and "Starfield1" is from
"stars.inc", both of which are in POV-RAY's
"\include" sub-directory. I've been "experimenting". ;-)
Thanks,
Franklin
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Franklin W. Cain writes:
> sphere {
> < 0 , 0 , 0 > , 10001
> texture { Starfield1 }
> }
I found the problem...and it is what I thought it would be :)
Basically, what you are creating is a sphere with a speckled texture. The
background color of this texture is black, which is why you can't change the
background color. However, the clouds you are including have clear instead
of a background color. You *can* change the stars.inc to have clear
sections instead of black, if you want to. Just replace instances of "rgb <
0, 0, 0>" with "rgbf < 1, 1, 1, 1>". I think that should work.
Hope that helps,
--Bram
Bram Lambrecht
bram@cwru.edu
http://home.cwru.edu/~bxl34/
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