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Fichier d’origine (2 400 × 1 800 pixels, taille du fichier : 590 kio, type MIME : image/png)

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Description

Description

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:
Date
Source Google images -> brain -> Povray 3.6 using included polyhedron file
Auteur Arnero

And I do not want to see any discussion about how many light a swarm can catch, at least this image suggests all.

Conditions d’utilisation

Public domain Cette œuvre a été placée dans le domaine public par son auteur, I, Arnero. Ceci s’applique dans le monde entier.
Dans certains pays, ceci peut ne pas être possible ; dans ce cas :
I, Arnero accorde à toute personne le droit d’utiliser cette œuvre dans n’importe quel but, sans aucune condition, sauf celles requises par la loi.


// 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}  

       

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Historique du fichier

Cliquer sur une date et heure pour voir le fichier tel qu'il était à ce moment-là.

Date et heureVignetteDimensionsUtilisateurCommentaire
actuel5 juillet 2015 à 22:29Vignette pour la version du 5 juillet 2015 à 22:292 400 × 1 800 (590 kio)CmdrjamesonCompressed with pngout. Reduced by 301kB (33% decrease).
30 juillet 2007 à 07:09Vignette pour la version du 30 juillet 2007 à 07:092 400 × 1 800 (891 kio)Arnero{{Information |Description=Dyson rings forming a Dyson swarm |Source=Google images -> brain -> Povray 3.6 using included polyhedron file |Date=2007-07-30 |Author= Arnero }}

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