Dyson rings forming a stable Dyson swarm, but making it look as similar to a Dyson sphere and Niven ring as possible. Individual objects are unrealistically large to show their shape. Each ring can be replaced by multiple rings in
this way
(see also).
For a stable orbit a ring can be of individual objects, or like this to save on thrusters:
Датум
Извор
Google images -> brain -> Povray 3.6 using included polyhedron file
And I do not want to see any discussion about how many light a swarm can catch,
at least this image suggests all.
Лиценцирање
Public domainPublic domainfalsefalse
Ово дело је њен носилац ауторских права I, Arnero предао у јавно власништво. Ово се односи на цео свет. У неким земљама, ово није законски могуће; у том случају: I, Arnero творац овог дела дозвољава свакоме да користи ово дело за било коју намену, без било каквих услова, осим услова које намеће закон.
// Persistence Of Vision raytracer version 3.5 sample file.
// By Chris Young
// This image contains an example of every shape from SHAPES2.INC
//
// -w320 -h240
// -w800 -h600 +a0.3
#version 3.1;
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#include "shapes.inc"
#include "shapes2.inc"
// #include "stars.inc"
// place all settings of globally influenced features here
global_settings {
// [GLOBAL ITEM(S)]
// used in global_settings, sets image gamma in relation to display gamma
assumed_gamma 2.0
}
/*
#declare Starfield2 =
texture {
pigment {
granite
color_map {
[ 0.000 0.270 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ]
[ 0.270 0.285 color rgb <.5,.5,.4> color rgb <.8,.8,.4> ]
[ 0.285 0.470 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ]
[ 0.470 0.485 color rgb <.4,.4,.5> color rgb <.4,.4,.8> ]
[ 0.485 0.680 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ]
[ 0.680 0.695 color rgb <.5,.4,.4> color rgb <.8,.4,.4> ]
[ 0.695 0.880 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ]
[ 0.880 0.895 color rgb <.5,.5,.5> color rgb < 1, 1, 1> ]
[ 0.895 1.000 color rgb < 0, 0, 0> color rgb < 0, 0, 0> ]
}
turbulence 0.8
sine_wave
scale 10 //.5
}
finish { diffuse 0 ambient 1.4 }
}
plane {
z, 10
texture{Starfield2} // put the right arrray name here !!
}
*/
#declare R1 = seed(0); // initialize random number streams
#declare R2 = seed(12345);
#// Create 10 balls along X axis, from 0 to 9
#declare BallCount = 0;
#while (BallCount < 1000)
// the rand() function creates a reproducible sequence
// of pseudo-random numbers between 0.0 and 1.0
// place sphere with random radius at random position
// use different random number streams for position and radius
sphere { <(rand(R1)-0.5)*12 , (rand(R1)-0.5)*14 ,13>, rand(R2)/40
//,0,0>,
#declare re00=< rand(R1), rand(R1), rand(R1)>;
pigment{// rgb - Red Green Blue color shortcut
color rgb re00/max(re00.x,re00.y,re00.z)
}
finish { diffuse 0 ambient 1.4 }
}
#declare BallCount = BallCount+1; // increment our counter
#end
camera {
location <0, 0, -30>/8
direction <0, 0, 1.5>
look_at <0, 0, 0>
up <1, 0, 0>
right < 0, 4/3 ,0 >
}
light_source {<800, 200, -1000> color Red*0.6}
light_source {<-800, 200, -1000> color Green*0.6}
light_source {<0, -200, -1000> color Blue*0.6}
light_source { <0, 0, -0> color White*1.4
// put this inside a light_source to give it a visible appearance
looks_like { sphere { 0, 0.1 pigment { White*10 } } }
}
#declare Icosahedron =
intersection
{plane {-z, 1 rotate <52.6625, 0, 0>}
plane {-z, 1 rotate <52.6625, -72, 0>}
plane {-z, 1 rotate <52.6625, -144, 0>}
plane {-z, 1 rotate <52.6625, -216, 0>}
plane {-z, 1 rotate <52.6625, -288, 0>}
plane {-z, 1 rotate <10.8125, 0, 0>}
plane {-z, 1 rotate <10.8125, -72, 0>}
plane {-z, 1 rotate <10.8125, -144, 0>}
plane {-z, 1 rotate <10.8125, -216, 0>}
plane {-z, 1 rotate <10.8125, -288, 0>}
plane {-z, 1 rotate <-52.6625, -36, 0>}
plane {-z, 1 rotate <-52.6625, -108, 0>}
plane {-z, 1 rotate <-52.6625, -180, 0>}
plane {-z, 1 rotate <-52.6625, -252, 0>}
plane {-z, 1 rotate <-52.6625, -324, 0>}
plane {-z, 1 rotate <-10.8125, -36, 0>}
plane {-z, 1 rotate <-10.8125, -108, 0>}
plane {-z, 1 rotate <-10.8125, -180, 0>}
plane {-z, 1 rotate <-10.8125, -252, 0>}
plane {-z, 1 rotate <-10.8125, -324, 0>}
bounded_by {sphere {0, 1.2585}}
}
/*
object { Icosahedron
pigment {Magenta}
translate <2, 1.3, 2>
}
*/
// note that #declare of float, vector and color require semicolon at the end
#declare Dyson_Ring =
// CSG difference, subtract intersections of shapes 2...N from Shape1
difference {
// create a sphere shape
sphere {
<0, 0, 0> // center of sphere <X Y Z>
1.0 // radius of sphere
// scale <1,2,1> // <= Note: Spheres can become ellipses by uneven scaling
}
// Capped Cylinder, closed [or open ended]
// cylinder { <END1>, <END2>, RADIUS [open] }
// END1 = coord of one end of cylinder
// END2 = coord of other end
// RADIUS = size of cylinder
// open = if present, cylinder is hollow, else capped
cylinder {
-1.1*z, +1.1*z, 0.988
// open
}
// note that #declare of float, vector and color require semicolon at the end
#declare k=0;
#while (k < 180)
box { <-0.005, -1.1, -1.1>, <0.005, 1.1, 1.1>
// rotate shape or texture around <0 0 0>, relative to current orientation
// example: rotate 30*x
rotate <0, 0, k> // <dX, dY, dZ> (in degrees)
#declare k = k+10; // increment our counter
}
#end
bounded_by {sphere {0, 1.01}}
}
object { Dyson_Ring pigment {White} rotate <52.6625, 0, 0> scale 1.00}
object { Dyson_Ring pigment {White} rotate <52.6625, -72, 0> scale 1.01}
object { Dyson_Ring pigment {White} rotate <52.6625, -144, 0> scale 1.02}
object { Dyson_Ring pigment {White} rotate <52.6625, -216, 0> scale 1.03}
object { Dyson_Ring pigment {White} rotate <52.6625, -288, 0> scale 1.04}
object { Dyson_Ring pigment {White} rotate <10.8125, 0, 0> scale 1.05}
object { Dyson_Ring pigment {White} rotate <10.8125, -72, 0> scale 1.06}
object { Dyson_Ring pigment {White} rotate <10.8125, -144, 0> scale 1.07}
object { Dyson_Ring pigment {White} rotate <10.8125, -216, 0> scale 1.08}
object { Dyson_Ring pigment {White} rotate <10.8125, -288, 0> scale 1.09}