POV-Ray : Newsgroups : povray.newusers : Modeling clouds : Re: Modeling clouds Server Time
29 Jul 2024 18:25:22 EDT (-0400)
  Re: Modeling clouds  
From: Alain
Date: 28 Apr 2005 18:48:40
Message: <42716848@news.povray.org>
Carl nous apporta ses lumieres en ce 2005-04-28 14:03:
> But not your normal clouds...
> 
> I'm going to try and copy these clouds so I can have them flying over my
> arena.
> 
> http://www.sketchdomain.com/Screencaps/Clouds01.png
> http://www.sketchdomain.com/Screencaps/Clouds02.png
> http://www.sketchdomain.com/Screencaps/Clouds03.png
> http://www.sketchdomain.com/Screencaps/Clouds04.png
> http://www.sketchdomain.com/Screencaps/Clouds05.png
> http://www.sketchdomain.com/Screencaps/Clouds06.png
> 
> Any tips?  I think I can get something close by modeling each cloud by
> itself as a prism and playing with a very complicated finish/texture.
> However I think there might be a better/simplier way if I could define the
> sky as a 2D array full of 1's and 0's.  The 1's being a square filled with
> cloud and the 0's being open sky.  However I'm at a loss as to how to turn
> such an array into the shape I need to finish/texture and aside from
> manually creating the array to been with I'm not sure as to the best way to
> create the array.  I was hoping I could specify a sky that was 20% cloudy
> and fill the array with 80% zeros and 20% ones and have some procedural way
> the ones would cluster themselves together to form the clouds.  In my mind
> the array should be periodic so clouds could wrap around the edges.  I
> think that would make animating them simplier. I'm open to tips or code
> anyone is willing to share.  If I'm out in left field and there is a better
> way to do this let me know.  If I have time this weekend I'll make one
> cloud using prism to see if I can get the texture I want however I think
> that should be the easy part.
> 
> Thanks,
> Carl
> 
> 
You may try with a cels pattern with a texture_map like:
texture_map{[0 CloudTexture][0.2 CloudTexture][0.2 Clear][1 Clear]}
That way, you should get about 20% cloud coverage randomly placed.
Apply that texture to a plane or sphere over your scene.
If you want your clouds to have some thickness, you may want to do the same but using
dencity in a 
media between 2 planes. Have your media have a large dencity in the used areas.

Alain


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.