POV-Ray : Newsgroups : povray.binaries.images : Re: Cloud Surface : Re: Cloud Surface Server Time
28 Jun 2024 23:05:32 EDT (-0400)
  Re: Cloud Surface  
From: Sven Littkowski
Date: 26 Nov 2017 19:40:02
Message: <5a1b5ee2@news.povray.org>
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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