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High!
On 06/10/2010 12:56 AM, Reactor wrote:
> You didn't post the relevant code,
O.k., here it is:
// Media settings
global_settings
{
#if (version < 3.7 & !mapping) assumed_gamma 1 #end
max_trace_level 20
#if (rds) radiosity { } #end
}
#declare TP_PLANET_RADIUS = 5124.6666;
#declare TP_BASE_RAYLEIGH_POWER = 6.7; // Constant
#declare TP_RAYLEIGH_FACTOR = 0.35; // User defined
#declare _tp_rayleigh_power = TP_BASE_RAYLEIGH_POWER*TP_RAYLEIGH_FACTOR;
#declare TP_ATMO_THICKNESS = 100; // original value: 50
#declare TP_RAYLEIGH_DENSITY_MAX = 0.15; // original value: 1
#declare TP_RAYLEIGH_AMOUNT = 2.3;
#declare _tp_rayleigh_density = density
{
function
{
TP_RAYLEIGH_DENSITY_MAX*exp(-_tp_rayleigh_power*(sqrt(x*x+(y+TP_PLANET_RADIUS)*(y+TP_PLANET_RADIUS)+z*z)
- TP_PLANET_RADIUS)/TP_ATMO_THICKNESS)
}
}
#declare TP_RAYLEIGH_SCATTERING_COLOR = rgb <0.135, 0.33, 1>;
#declare TP_ATMO_INTERVALS = 3; // Necessary for good integration
#declare TP_ATMO_SAMPLES = 10;
#declare TP_ATMO_METHOD = 3; // Adaptive
#declare TP_ATMO_BOTTOM = 0;
#declare _tp_rayleigh_media =
media
{
method TP_ATMO_METHOD
intervals TP_ATMO_INTERVALS
samples TP_ATMO_SAMPLES
scattering
{
4, TP_RAYLEIGH_AMOUNT*TP_RAYLEIGH_SCATTERING_COLOR/TP_ATMO_THICKNESS
extinction 1
}
density
{
_tp_rayleigh_density
}
}
#declare _tp_rayleigh_atmosphere = difference
{
sphere {0, TP_PLANET_RADIUS + TP_ATMO_BOTTOM + TP_ATMO_THICKNESS
translate -TP_PLANET_RADIUS*y}
sphere {0, TP_PLANET_RADIUS + TP_ATMO_BOTTOM translate
-TP_PLANET_RADIUS*y}
hollow
pigment {rgbt 1}
interior {media{_tp_rayleigh_media}}
translate TP_PLANET_RADIUS*y
}
// Water
sphere
{
0, 1
material {
texture {
pigment {
color rgbt <1, 1, 1, 1>
}
finish {
diffuse 0 // no ambient set at all! Defaults?
reflection {
<0.03, 0.03, 0.04>, <0.75, 0.75, 1>
exponent 1.2
falloff 5
fresnel on
}
phong 1
phong_size 2500000
}
normal
{
bozo 1.5
bump_size 0.5
scale 0.00000013
}
}
interior {
ior 1.34
}
}
// Land
#declare T_Ghurghusht=
texture
{
pigment { color rgb <0.98, 0.85, 0.45> }
finish { ambient 0.003 diffuse 1 brilliance 0.98 }
}
The land is probably visible only because of the low assumed_gamma (1.0)...
but the water (and the land) looks like it
> has a non-zero ambient setting, which will make it show up instead of being
> black. Perhaps I can be more helpful if you post the code for the water.
>
> The bright speckles on the hills look like radiosity artifacts (leakage).
I don't use any radiosity in this scene!
> The
> banding looks like media settings (too few samples).
Doubtful... I increased the samples from 3 to 10 (it now takes ages to
render), but the transition is still banded!
See you in Khyberspace!
Yadgar
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