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UPDATE
I tried out the And-clouds. Their shape is nice, but the tower does not
fade into them but they have hard edges. I wonder, if if they can be
filled with a media that accumulates only by increased density, meaning
that the cloud edges are fading. And it takes longer to render.
I also replaced my fogs with those I found inside a POV-Ray tutorial
file. They give me the thin fog line between clouds and sky. But the fog
is not yet the way I want it, it does not yet hide the distant clouds. I
want that the fog hides the edge of the cloud area. I am just not good
in using fogs and media and isosurfaces. Over all the past 25 years, I
only worked with regular shapes and differences.
I would like o replace the fog with a media, if that can do what I want.
----------------------------------
#version 3.7;
#declare MyRadiosity = on;
global_settings
{
max_trace_level 3
assumed_gamma 1.0
adc_bailout 0.007
mm_per_unit 1000 //important for subsurface
#if(MyRadiosity)
radiosity
{
pretrace_start 64/image_width
pretrace_end 4/image_width
count 60
nearest_count 6
error_bound 0.64
recursion_limit 8
low_error_factor 0.5
gray_threshold 0.0
brightness 1
}
#end
subsurface
{
samples 8, 8
radiosity off
}
}
#default
{
finish { ambient 0.0 diffuse 0.0 }
}
//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "functions.inc"
//------------------------------------------------------------------------
camera
{
/*ultra_wide_angle*/ angle 20
location < -35.0 , 11.0 ,-00.0 >
right x*image_width/image_height
look_at < 0.0 , 5.0 , 0.0 >
}
// sun -------------------------------------------------------------------
light_source { < 250, 100, -250 > color < 1.0, 0.62353, 0.46667 > *3.0 }
// 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 < 1.00000, 0.62353, 0.46667 > ] // Purple <
0.64706, 0.30588, 0.59608 >
[ 0.6 color rgb < 1.00000, 0.62353, 0.46667 > ] // Purple
[ 1.0 color rgb < 1.00000, 0.62353, 0.46667 > ] // Pink
}
scale 2
}
}
*/
background { color rgb < 0.47059, 0.71373, 0.80392 > }
//------------------------------------------------------------------------
// 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 ----------------------------
/*
cylinder
{
< 0.0, -0.5, 0.0 > < 0.0, 1.0, 0.0 > 10.0
pigment{ rgbt < 0.20784, 0.19216, 0.25098, 1.0 > }
hollow
interior
{
media
{
emission < 0.9, 0.9, 1.0 > *0.15
absorption < 0.0, 0.0, 0.5 >
scattering
{
3, < 1.0, 1.0, 1.0 >
extinction 2.0
}
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 >
}
*/
//--------------------cloud----------------------
#declare f_test = function(x,y,z)
{
//sqrt(x*x + y*y) - 0.4
+0.36*sum(i, 0, 4, pow(abs(f_noise3d(x*pow(2, i)/0.2, y*pow(2, i)/0.2,
z*pow(2, i)/0.2)), 2.5)/pow(2.0, i) )
}
isosurface
{
function
{
0.5 - f_test(x,y,z)*3*3*z*exp(-3*z) - 0.36*3*3*z*exp(-3*z)
}
contained_by { box { < -2.5, -2.5, 0.0 > < 2.5, 2.5, 1.0 > } }
threshold 0.0
accuracy 0.001
max_gradient 2
//all_intersections
//open
material
{
texture
{
pigment { rgb < 1.0, 1.0, 1.0 > }
finish
{
diffuse 1.0
subsurface
{
translucency rgb<1,1,1>*6
}
}
}
}
scale < 1.6, 1.6, 1.0 >
rotate < -90.0, 0.0, 0.0 >
scale < 12.0, 1.5, 12.0 >
translate < 0.0, 1.5, 0.0 >
}
#local Scale = 5;
/*
cylinder
{
< 0.0, 0.0, 0.0 > < 0.0, 0.45, 0.0 > 10.0
pigment {rgbt 1}
hollow
interior
{
media
{
samples 20
emission <1.0, 1.0, 1.0>*0.1
absorption <1.0, 1.0, 1.0>*1
scattering {1, <1, 1, 1>*1/Scale extinction 1.0 }
density
{
ripples // controls the cloud formation
frequency 3
color_map
{
[0.5 rgb 0.02]
[0.5 rgb 1.00]
}
scale <3, 1, 10>*1
warp { turbulence <2.5, 1.0, 1.6> }
}
}
}
scale Scale
translate < 0, 1, 0 >
}
*/
/*
fog
{
fog_type 2
distance 300
color rgb < 0.20784, 0.192160, 0.2509800 > *0.8 // Purple
color rgb < 0.7451, 0.50196, 0.42745 > *0.8 // Pink
fog_offset 1.1
fog_alt 2.25
turbulence 1.8
}
*/
fog
{
distance 15
color rgb<0.3, 0.5, 0.2>
fog_type 2
fog_offset 2.5
fog_alt .1
turbulence 0.01
turb_depth 0.02
}
fog
{
distance 15
color rgb<0.5, 0.1, 0.1>
fog_type 2
fog_offset 1.5
fog_alt .4
turbulence 0.02
turb_depth 0.02
}
fog
{
distance 15
color rgb<0.1, 0.1, 0.6>
fog_type 2
fog_offset 1.0
fog_alt .2
}
cylinder
{
< 0.0, 0.0, 0.0 > < 0.0, 8.0, 0.0 > 0.25
texture { T01 }
texture
{
Polished_Chrome
//pigment{color rgb< 1, 0.6, 0> }
//normal {bumps 0.5 scale 0.10}
finish { phong 1 phong_size 50}
}
texture { T_Copper_1A }
}
sphere
{
< 0.0, 8.0, 0.0 > 0.25
texture { T01 }
texture
{
Polished_Chrome
//pigment{color rgb< 1, 0.6, 0> }
//normal {bumps 0.5 scale 0.10}
finish { phong 1 phong_size 50}
}
texture { T_Copper_1A }
}
// Planet
sphere
{
< 80.0, -2.0, 13.0 > 7.0
texture { T01 }
}
difference
{
cylinder { < 0.0, -0.00001, 0.0 > < 0.0, 0.00001, 0.0 > 13.0 }
cylinder { < 0.0, -0.00002, 0.0 > < 0.0, 0.00002, 0.0 > 10.0 }
texture { T01 }
finish { ambient 0.85 }
rotate < 20.0, 0.0, 4.0 >
translate < 80.0, -2.0, 13.0 >
}
---
http://www.avg.com
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