POV-Ray : Newsgroups : povray.general : Have Beer, Need Help! : Re: Have Beer, Need Help! Server Time
10 Aug 2024 11:20:52 EDT (-0400)
  Re: Have Beer, Need Help!  
From: omniVERSE
Date: 28 Dec 1999 12:16:49
Message: <3868f081@news.povray.org>
I looked at it again, I didn't even notice you set it up to check it the way
you had, was just rendering it and looking real quick.
Now I've re-rendered with the fog filter removed and it's fine.  So if you
can get by without it then it should be alright.
Here it is again with the change and the rest of it I was messing with, I
figure I better just let you see it yourself again since I was getting lost
trying to figure some other aspects of it (so many trial and errors, typical
of me to get lost).
There had been a discussion of a problem similar to this a while ago, I
didn't go look it up and I don't know if there were answers turned up at
all.  I had thought it might be 'sky_sphere' related.
Anyway, have a render at it like this and see if it's right now.

#include "colors.inc"
#include "textures.inc"

// Problem Number : set to 1, to show Jaime's Clouds, but turn off fog
//                  set to 2, to turn on fog, which screws up the clouds,
// even though they are hollow
#declare problem_num=2;

global_settings {
  adc_bailout 0.003922
  ambient_light <1.0,1.0,1.0>
  assumed_gamma 1.9
  hf_gray_16 off
  irid_wavelength <0.247059,0.176471,0.137255>
 // max_intersections 64
  max_trace_level 60 // 64 [real high numbers weren't helping]
  number_of_waves 10
/*
  radiosity {
    brightness       3.3
    count            100
    distance_maximum 0.0
    error_bound      0.4
    gray_threshold   0.5
    low_error_factor 0.8
    minimum_reuse    0.015
    nearest_count    6
    recursion_limit  4
  }
*/
}

#declare IslandWater = material {
  texture {
          pigment {
            rgbft <0.1, 0.3, .2, 0.99, 0.3>
          }
          normal {
            ripples 0.75
            frequency 10
            turbulence 0.1
          }
          finish {
            ambient 0.1
            diffuse 0.1
            reflection 0.3
            specular 0.2
            roughness 0.001
            // refraction 0.5
          }
  }
  interior { ior 1.33}
}

 #if (problem_num<=2)

#local __cloudysky_sky_color=SkyBlue;  // basic sky color
#local __cloudysky_clouds_height=5000; // first layer starts here
#local __cloudysky_clouds_height_floor=4000; // level of trimming of cloud
planes to allow fog
#local __cloudysky_plane_dist=40;      // distance between succesive planes
#local __cloudysky_textu_dist=40;      // distance between textures on
succesive planes
#local __cloudysky_num_planes=40;      // raise it for more "volume"
#local __cloudysky_cnt_planes=1;       // counter

  // plane {-y, __cloudysky_clouds_height_floor no_shadow finish {Luminous }
pigment { Clear } }
  // cylinder { <0, 3000, 20000> <0, 10000, 20000> 5000 no_shadow finish
{Luminous } pigment { Clear } hollow }
// place the planes
#while (__cloudysky_cnt_planes<=__cloudysky_num_planes)
// #render  concat(str(__cloudysky_cnt_planes, 5, 0),"\n")

 // basic pigment for the lower plane
 #local __cloudysky_p=__cloudysky_sky_color*.5+White*.5;

 // two derived pigments to mix on each plane, more "white" each pass
 #local
__cloudysky_p1=__cloudysky_p*(1-(__cloudysky_cnt_planes/__cloudysky_num_plan
es))+White*(__cloudysky_cnt_planes/__cloudysky_num_planes);
 #local
__cloudysky_p2=__cloudysky_p*.9*(1-(__cloudysky_cnt_planes/__cloudysky_num_p
lanes))+White*.9*(__cloudysky_cnt_planes/__cloudysky_num_planes);

         plane{  y,0
         // box { <-100000,0,-100000> <100000,1,100000>
                 texture{
                           pigment{
                                    granite           // try other
patterns...
                                    octaves 9
                                    lambda 3
                                    turbulence 4
                                    color_map{        // notice that each
plane has more transparency
                                     [0.0 Clear]
                                     [0.5 Clear]      // play with the
"cloud zone" entries
                                     [0.6 __cloudysky_p1 filter
0.7+0.1*(__cloudysky_cnt_planes/__cloudysky_num_planes)]
                                     [1.0 __cloudysky_p2 filter
0.7+0.1*(__cloudysky_cnt_planes/__cloudysky_num_planes)]
                                    }  // end color map
                            scale 1000000     // depends on the pattern
                           } // end pigment
                   finish{Luminous}   // prevent shadows
                   translate
(__cloudysky_clouds_height+__cloudysky_textu_dist*__cloudysky_cnt_planes)*y
                  } // end texture
          translate
(__cloudysky_clouds_height+__cloudysky_plane_dist*__cloudysky_cnt_planes)*y
           hollow
         } // end plane // box
         #local __cloudysky_cnt_planes=__cloudysky_cnt_planes+1;
#end

// "container" sky
sky_sphere{
// sphere {0,1 hollow // no sky_sphere anymore
 pigment{__cloudysky_sky_color}
 // scale 50000  // this size shows the bad interaction of planes and sphere
well
}

 #end // end Jaime's clouds

light_source{ <10000,10000,-10000> White  }
light_source{ < 4000, 4000, -4000> White } // below clouds

#if (problem_num>=2)

         fog {
            distance 150
            // color rgb<0.3, 0.3, 0.5, 1.0>
            color rgb<0.3, 0.3, 0.5>//, .1> // no filter or transmit !!
            // color rgbf<1, 0, 0, 1.0>
            // color rgb<1, 0, 0>
            fog_type 2
            fog_offset 10
            fog_alt 10
            turbulence 0.2
            turb_depth 0.3
         }

#end

// This is the sea
union {
        // box {  <-1000, 0, 10000> < 1000, -4, -10>    }
        sphere  { <0, -100000, 0> 100000 // hollow
        }
        sphere { <20, 3, 100> 10}
        material { IslandWater scale .1  translate < 0, 0, -10>}

}

// plane {y,0 pigment {rgb 0}} // checked ground/sea

// this is the sky

#if (problem_num=3)

        plane {

          <0, -1, 0>, -20000
          pigment { Bright_Blue_Sky scale 100000}
          finish { ambient 1 }
          no_shadow
        }
        sky_sphere {pigment {Bright_Blue_Sky } }
#end

#declare C_horizoncam = camera {
    location <0.3,100, -4.>
    direction z
    up y
    look_at <-0.1,4.3,500>
}

camera { C_horizoncam }


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