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Posted: 27.06.2007, 19:38
by eburacum45
Looking very good, Chuft-captain.

As a bit of an off-the-wall suggestion. I wonder if you might try a faintly glowing, light blue transparent cylinder just inside the cloud layer? I'm experimenting with cylindical habitats myself, and I'm finding that the sky looks better from the ground if it has a transparent blue layer included.

This represents the blue of the sky, produced by Rayleigh scattering in the upper (innermost) layers of the atmosphere.

You might want to add the blue directly to the cloud layer. Once I get an image I'm proud of I'll post an example...

Posted: 28.06.2007, 04:16
by Fenerit
Chuft-Captain wrote:Fenerit,

Not sure how you mean for these flares to be used, but thanks for the links anyway. I'm unlikely to apply these to the current buildings as they are just temporary (chosen for their "polygon efficiency" -- 10 poly's each).

Will look into such fancier features with later generation models.

Cheers
CC


Chuft-Captain, see the link below for an explanation of the concept.

http://shutter03.pictures.aol.com/data/ ... zh0200.jpg

A "chess" texture which simul the "windows" has been mapped with the lens flares posted above. See the traslucency effect at the border of the lens flares; when seen at distance they seems a lot of illuminated windows. The red lens flare has been resize to 128x128 to fit on small windows, etc. This effect is great for objects as the Death Star, Sci-fi vessels and so on.
Bye, Fenerit

Posted: 09.07.2007, 14:50
by seil
Please show it early

Posted: 18.01.2008, 17:24
by Chuft-Captain
Some recent shots of my O'Neill Colony:

Image Image Image Image Image Image

Props courtesy of max-realms.com (vehicles, trees, buildings) and artist-3d.com (human figures)

Land surface textures based on aerial photography of the City of Davis, CA

Posted: 18.01.2008, 17:57
by rthorvald
Your landscaping looks really great, but how is the polygon count for those trees? I had to refrain from using such detail in my Bernal sphere as it became too big to be usable...

- rthorvald

Posted: 18.01.2008, 21:27
by Fenerit
WOW, Chuft...


rthorvald wrote:Your landscaping looks really great, but how is the polygon count for those trees? I had to refrain from using such detail in my Bernal sphere as it became too big to be usable...

- rthorvald


I think the leaf's trees to be simple square polyhedrons mapped with tansparent .png's...

Posted: 19.01.2008, 12:23
by buggs_moran
looking really good chuft!

Posted: 20.01.2008, 00:35
by Chuft-Captain
rthorvald wrote:Your landscaping looks really great, but how is the polygon count for those trees? I had to refrain from using such detail in my Bernal sphere as it became too big to be usable...
Thanks Runar.

~30 million poly's -- just for the trees you see above in a single agricultural cylinder...(and there's 60 of those cylinders)...so I too will have to refrain. :lol:

Posted: 21.01.2008, 17:04
by Chuft-Captain
For those who would like more than a static experience, I have begun a video page.

(Low quality, but better than nothing :wink: )

Posted: 21.01.2008, 23:34
by eburacum45
Do those trucks move?
They look very quaint- I like that.

Posted: 22.01.2008, 08:57
by Reiko
Chuft-Captain wrote:Some recent shots of my O'Neill Colony:

Image Image Image Image Image Image

Props courtesy of max-realms.com (vehicles, trees, buildings) and artist-3d.com (human figures)

Land surface textures based on aerial photography of the City of Davis, CA

Wait Mr. Kzintosh! When do we get to download?

Posted: 22.01.2008, 21:28
by Chuft-Captain
eburacum45 wrote:Do those trucks move?
They look very quaint- I like that.
Of course! :wink:

Reiko wrote:Wait Mr. Kzintosh! When do we get to download?

...it's looking like 2010

Posted: 23.01.2008, 09:13
by Reiko
Chuft-Captain wrote:
Reiko wrote:Wait Mr. Kzintosh! When do we get to download?
...it's looking like 2010

Image

Posted: 25.01.2008, 07:12
by Chuft-Captain
I'm sorry you're sad. Nice emoticon though! :)

It even looks like you: ImageImage

:wink:

Posted: 25.01.2008, 08:45
by Reiko
Chuft-Captain wrote:I'm sorry you're sad. Nice emoticon though! :)

It even looks like you: ImageImage

:wink:

But I don't have a sad face! :P

Posted: 03.02.2008, 11:44
by Chuft-Captain
I'm pleased to report that the 4th image above was one of 12 winners in the National Space SocietySpace Settlement 2009 Calendar Art Contestand will feature in the calendar when printed in May.

Special thanks to Da Woon Jung for the tile-rendering.

Re: Space Settlement (The High Frontier)

Posted: 24.05.2008, 02:48
by Chuft-Captain
Check out this STUNNING animation of a RAMA type interior by Eric Bruneton using his own custom developed rendering method.

Click on the pic:
Image

There's also a higher resolution downloadable version of this video, a description of his techniques, and hires images at his own webpage: http://ebruneton.free.fr/rama3/rama.html

If only we could do this sort of thing in real-time! :wink:

Dev team may find the "Making of" pdf interesting.

Re: Space Settlement (The High Frontier)

Posted: 24.05.2008, 09:01
by zhar2
I imagine something like it in celestia would be memory intensive, but WOW.

Re: Space Settlement (The High Frontier)

Posted: 24.05.2008, 10:14
by Spaceman
Chuft-Captain wrote:...it's looking like 2010
:( :( :( :( Can't wait so long

Chuft-Captain wrote:I'm pleased to report that the 4th image above was one of 12 winners in the National Space SocietySpace Settlement 2009 Calendar Art Contestand will feature in the calendar when printed in May.



Special thanks to Da Woon Jung for the tile-rendering.
Glad to hear that :D :D :D :D

Re:

Posted: 14.03.2012, 10:49
by Spaceman
Chuft-Captain wrote:...it's looking like 2010

It's 2012 and I wonder what happened with this awesome project :)