POV-Ray : Newsgroups : povray.animations : Please help -- how to make a cloud I can fly thru (not a sky cloud)? : Re: Please help -- how to make a cloud I can fly thru (not a sky cloud)? Server Time
2 Nov 2024 17:17:20 EDT (-0400)
  Re: Please help -- how to make a cloud I can fly thru (not a sky cloud)?  
From: hughes, b 
Date: 8 Feb 2003 21:05:56
Message: <3e45b784@news.povray.org>
"Mark Jeghers" <mar### [at] nospamcom> wrote in message
news:3e459e27$1@news.povray.org...
>
> I need something that the camera can pass through
> as part of an animation.  Thus, cloud patterns against
> a sky sphere cannot do the job for me.
>
> Any code examples I could get started from?

I don't know of anything I could point out specifically but there is a
"cheap smoke" technique using just a textured cylinder(?) that looks nice,
maybe you could modify that to make it more of a clouds-flyby. I thought it
was done by orienting discs to the camera, maybe I'm not remembering that
right.

http://news.povray.org/povray.binaries.scene-files/28452/

If you haven't used the newsgroups web page before you'll need to set up and
then try the URL again, or just Search. And search for clouds there,
although I took a quick look and didn't notice a cloud fly-thru file.

Media and isosurfaces would be good if it weren't for the slowness, and
textured stacked objects might not work okay enough.

If you don't mind awful clouds here's a quick example of the media kind:

#version 3.5;
// ----------------------------------------
camera {
  location  -z
  look_at   +z
  translate <0, 1, -25+clock*50>
}

sky_sphere {
  pigment {
    gradient y
    color_map {
      [0 rgb <0.6,0.7,1.0>]
      [1 rgb <0.0,0.1,0.8>]
    }
  }
}

light_source {
  <1000,1000,-1000>,1
}
// ----------------------------------------
plane {
  y, -100
  pigment { color rgb <0.575,0.65,0.55> }
}

sphere {
  0.0, 1
  texture {
    pigment {
     rgbf 1
    }
  }
  interior {
   media {
    method 3
    //intervals 2
    samples 9,9
    absorption <.12,.13,.11>
    emission .1
    scattering {
     5,.05 eccentricity .2
    }
    density {
     bumps
     density_map {
      [0 rgb 0]
      [.67 rgb .01]
      [.7 rgb .1]
      [.75 rgb .5]
      [1 rgb 1]
     }
     turbulence .5
     scale .1
    }
   }
  }
  scale 100
 hollow
}


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