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On 23-7-2016 2:55, Bald Eagle wrote:
> That's a great looking cloud formation you have there. I very much like the way
> you have the varying colors in different portions of the cloud mass, and the way
> the light strikes them from that "underneath" angle.
>
> I think you've grasped the essentials of the lighting and the colors, and the
> manner that your lighting evokes that - late afternoon illumination of something
> near by something so very big but so very far away. If this is a new avenue of
> expression, I very much look forward to seeing LOTS more of it :)
>
> Very nice work, Thomas.
>
Thank you very much indeed. This was the first image I was really
satisfied with after a long series of test that were interesting at
best. It is a very delicate matter with a large number delicate
parameters all influencing each other. For now I am mainly playing with
density variations which - it must be said - do not create really
/realistic/ cloud patterns, but the idea is perfectly applicable of
course on Gilles Tran's MakeCloud objects. However, I am not really
after true realism in general so I am just searching for that one
pattern that attracts me.
This particular pattern is based on a bozo density pattern. Samples are
low in this example but in most cases using other patterns need to be
increased to possibly 100.
Quick-and-dirty:
//---------------start code
#declare AtmosScale = <10, 10, 10>;
#declare Density_in =
density {
//spiral1 4
//marble
//granite
bozo
//spherical
frequency 6
color_map {
[0.30 rgb <0.00, 0.00, 0.00>]
[0.48 rgb 0.9]
[0.52 rgb 0.9]
[0.70 rgb <0.00, 0.00, 0.00>]
}
scale 5
//rotate 90*x //when using spirals; either here or:
scale 50
warp {turbulence <2, 4, 2>*1}
scale 1/50
//rotate 90*x //when using spirals; here
}
#declare Density_out =
density {
//spherical
//color_map {
/*[1.0*/ rgb <0.00, 0.00, 0.00>//]
//}
}
#declare Atmosphere =
difference {
sphere {0, 1000}
sphere {0, 600}
hollow
material {
texture {pigment {color rgbt 1} finish {ambient 0 diffuse 0}}
interior {
media {
// (---general values---)
intervals 1
samples 5
scattering {1, rgb <1,1,1>*0.05/AtmosScale}
// (---method---)
//method 3 // adaptive sampling
//aa_threshold 0.1 // accuracy threshold for method 3 [0.1]
//aa_level 4 // maximum recursion depth for method 3 [4]
//jitter 0.5 // randomness for method 2&3
// (---density---)
density {
spherical
density_map {
[0.1 Density_out]
[0.9 Density_in]
}
warp {turbulence 0.3}
scale 900
}
}
}
}
scale AtmosScale
scale <5, 1.0, 5>
rotate 45*y
}
//---------------end code
--
Thomas
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