POV-Ray : Newsgroups : povray.binaries.images : Re: Cloud Surface : Re: Cloud Surface Server Time
29 Apr 2024 10:48:11 EDT (-0400)
  Re: Cloud Surface  
From: Alain
Date: 24 Nov 2017 21:41:40
Message: <5a18d864@news.povray.org>

> I forgot to post the scene code:
> ------------------------------------------
> 
> #version 3.7;
> 
> global_settings
> {
>   assumed_gamma 1.0
> 
> }
> #default
> {
>   finish { ambient 0.0 diffuse 0.0 }
> }
> 
> //------------------------------------------------------------------------
> #include "colors.inc"
> #include "textures.inc"
> #include "glass.inc"
> #include "metals.inc"
> #include "golds.inc"
> //------------------------------------------------------------------------
> camera
> {
>   /*ultra_wide_angle*/ angle 20   // diagonal view
>   location  < -20.0 , 15.0 ,-00.0 >
>   right     x*image_width/image_height
>   look_at   < 0.0 , 2 , 0.0 >
> }
> //------------------------------------------------------------------------
> // sun -------------------------------------------------------------------
> light_source { < 250, 100, -250 > color < 1.0,  0.62353,  0.46667 > *5 }
> // sky
> -------------------------------------------------------------------
> 
> sky_sphere
> {
>   pigment
>   {
>    gradient < 0, 1, 0 >
>    color_map
>    {
>     [ 0.0 color rgb < 1.00000,  0.62353,  0.46667 > ] // Pink
>     [ 0.4 color rgb < 0.64706,  0.30588,  0.59608 > ] // Purple
>     [ 0.6 color rgb < 0.64706,  0.30588,  0.59608 > ] // Purple
>     [ 1.0 color rgb < 1.00000,  0.62353,  0.46667 > ] // Pink
>    }
>    scale 2
>   }
> }
> 
> //------------------------------------------------------------------------
> 
> 
> // ground -----------------------------------------------------------------
> //---------------------------------<<< settings of squared plane dimensions
> 
> 
> plane
> {
>   < 0, 1, 0 >, 0
>   texture { pigment { color rgb < 0.24706,  0.38431,  0.058824 > *1.0 }
>   finish { ambient 0.0 diffuse 0.0 } }
>   rotate< 0, 0, 0 >
> }
> //------------------------------------------------ end of squared plane XZ
> 
> //--------------------------------------------------------------------------
> //---------------------------- objects in scene ----------------------------
> 
> box
> {
>   < -1.0, -0.5, -1.0 > < 1.0, 1.0, 1.0 >
>   texture { T_Copper_1A }
>   pigment{ rgbt < 0.20784,  0.19216,  0.25098, 1.0 > }
>   finish { reflection 0.5 }
>   hollow
>   interior
>   {
>    media
>    {
>     //emission < 0.9, 0.9, 1.0 > *1.5 remove
>     //absorption < 0.0, 0.0, 0.5 > probably not needed
>     scattering
>     {
>      3, < 1.0, 1.0, 1.0 >
>      extinction  2.0
//Should be 1.0 to be acurate
>     }
>     density
>     {
>      gradient < 1.0, 0.25, 0.5 >  // controls the cloud formation
>      turbulence 0.5
>      frequency 5
>      color_map
>      {
>       [ 0.0 rgb 0.0 ]//border
>       [ 0.5 rgb 0.1 ]
>       [ 1.0 rgb 1.0 ]//center
>      } // end color_map
>     } // end of density
>    } // end of media ----
>   } // end of interior
>   translate < 0.0, 1.0, 0.0 >
>   scale < 5.0, 1.5, 5.0 >
> }
> 
> fog
> {
>   fog_type   2
>   distance   2
>   color rgb < 0.20784,  0.192160,  0.2509800 > *0.8 // Purple
>   color rgb < 0.49020,  0.058824,  0.0078431 > *0.8 // Blood Red
>   fog_offset 0.1
>   fog_alt    1.25
>   turbulence 1.8
> }
fog never interact with your light. It just add it's colour over some 
distance.
Quick and fast and dirty hack from before media was introduced.
Remove that fog.

> 
> cylinder
> {
>   < 0.0, 0.0, 0.0 > < 0.0, 4.0, 0.0 > 0.25
>   texture { T01 }
>   texture { T_Copper_1A }
> }
> 
> sphere
> {
>   < 0.0, 4.0, 0.0 > 0.25
>   texture { T01 }
>   texture { T_Copper_1A }
> }
> 
> ---

> http://www.avg.com
> 

If your media is not present enough, just increase it's density.


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