POV-Ray : Newsgroups : povray.binaries.images : Re: Cloud Surface : Re: Cloud Surface Server Time
1 Jul 2024 00:06:46 EDT (-0400)
  Re: Cloud Surface  
From: Sven Littkowski
Date: 27 Nov 2017 19:23:37
Message: <5a1cac89$1@news.povray.org>
On 27.11.2017 17:11, omniverse wrote:
> #version 3.8;
> 
> global_settings {
>    assumed_gamma 1.4
>    radiosity {media on}
> }
> 
> #default {
>   finish { ambient 0.0 diffuse 1.0 }
> }
> 
> //-----------------------------------------------------------------------
-
> #include "colors.inc"
> #include "textures.inc"
> #include "glass.inc"
> #include "metals.inc"
> #include "golds.inc"
> //-----------------------------------------------------------------------
-
> 
> camera {
>    /*ultra_wide_angle*/ //angle 20
>    location  < -35.0 , 11.0 , 0.0 >
>    //right     x*image_width/image_height // not needed for v3.8
>    look_at   < 0.0 , 5.0 , 0.0 >
> }
> 
> // sun ------------------------------------------------------------------
-
> light_source {
>    -z*9999//< 50, 100, -250 >*10e4
>    color 1//< 1.0,  0.62353,  0.46667 >*2
>    rotate <20,240,0> // altitude, azimuth, tilt
> }
> 
> // sky ------------------------------------------------------------------
-
> background { color rgb 0 }
> /*
> 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
>    }
> }
> */
> disc {0,y,1,0 hollow on no_shadow pigment {rgb <0.5,0.75,1>} scale 100 tr
anslate
> y*100}
> /*
> // ground ---------------------------------------------------------------
--
> disc {
>   < 0, 1, 0 >, 0, 50
>   texture { pigment { color rgb < 0.24706,  0.38431,  0.058824 > *1.0 }
>   finish {diffuse 1.0 } }
>   rotate< 0, 0, 0 >
> }
> */
> sphere {
>  0,1
>  pigment {color rgb 1}
>  scale <555,497,555>
>  translate -y*494
> }
> 
> //-----------------------------------------------------------------------
---
> //---------------------------- objects in scene -------------------------
---
> #local Scale = 5;
> 
> #declare Clouds=
>        density {
>          ripples   // controls the cloud formation
>          color_map {
>            [0.33 rgb 10]
>            [0.67 rgb 100]
>          }
>          scale <3, 1, 10>*0.5
>          warp {turbulence <2.5, 1.0, 1.6>}
>          rotate 45*y
>        }
> 
> //cloud layer:
> //cylinder {
> //   < 0.0, 0.0, 0.0 > < 0.0, 0.45, 0.0 > 10.0
> sphere {
>  0, 1
>    pigment {rgbt 1}
>    hollow
>    interior {
>      media {
>        samples 20
>        absorption <3, 4, 0.5>*1/(Scale*100)
>        emission <1.0, 1.0, 1.0>*0.5/(Scale*100)
>        scattering {1, <0.5, 0.75, 1.5>*3/(Scale*100) extinction 0.5}//
> eccentricity 0.2}
>        density {
>         spherical
>         density_map {
>          [0 rgb 0.0]
>          [0.001 Clouds scale 1/100]
>         }
>        }
>      }
>      /*
>      media {
>        samples 33
>        absorption <1.0, 1.0, 1.0>*10/(Scale*100)
>       // emission <1.0, 1.0, 1.0>*0.1/(Scale*100)
>        scattering {5, <1, 1, 1>*1.5/(Scale*100) extinction 1.0 eccentrici
ty 0.2}
>        density {
>         spherical
>         density_map {
>          [0 rgb 0.0]
>          [0.001 Clouds scale 1/100]
>         }
>        }
>      }
>      */
>    }
>    scale Scale*100
>    translate -y*494
>    //translate <0, 1, 0>
> }
> 
> //-------------------------------------------------------------
> //atmosphere:
> sphere {
>    <0.0, 0.0, 0.0 >, 1.0//10
>    pigment {rgbt 1}
>    hollow
>    interior {
>      media {
>       samples 20
>       absorption 0.5
>        scattering {5, <1.25, 1, 1.5,>*2/Scale extinction 0.67 eccentricit
y 0.2}
>        density {
>          gradient y
>          color_map {
>            [0.00 rgb 1]  //base ground fog
>            [0.1 rgb <9,0.3,0.1>]  //top ground fog
>            [0.3 rgb <0.9,0.3,0.1>]  //top ground fog
>            [0.5 rgb <0.5,0.1,0.09>*0.1] //base atmospheric haze
>            [0.67 rgb <0.1,0.2,0.9>*0.1] //top atmospheric haze
>            [1.00 rgb <0.1,0.3,0.9>*0.001] //top atmospheric haze
>          }
>          rotate -x*15
>          warp {spherical}
>          scale Scale*2*y
>        }
>      }
>    }
>    //scale Scale
>    scale Scale*111
>    translate -y*535
> }
> /*
> //-------------------------------------------------------------
> //artefact:
> union {
>    cylinder {< 0.0, 0.0, 0.0 > < 0.0, 8.0, 0.0 > 0.25}
>    sphere {< 0.0, 8.0, 0.0 > 0.25}
>    texture { T01 }
>    texture { T_Copper_1A }
> }
> */
> //-------------------------------------------------------------
> // Planet:
> union {
>    sphere {
>      <0.0, 0.0, 0.0> 7.0
>    }
>    difference {
>      cylinder { < 0.0, -0.00001, 0.0 > < 0.0, 0.00001, 0.0 > 20.0 }
>      cylinder { < 0.0, -0.00002, 0.0 > < 0.0, 0.00002, 0.0 > 10.0 }
>    }
>    texture {pigment {color rgb 1}}
>    scale 33
>    rotate < 20.0, -10.0, 4.0 >
>    translate <80.0, -2.0, 13.0>*33
> }
> 
> //-------------------------------------------------------------
> //buildings:
> #local S=seed(4132);
> union {
> #for (It,1,8,1)
> 
> #local xR=rand(S);
> #local yR=rand(S);
> #local zR=rand(S);
> 
> #local xR2=rand(S);
> #local yR2=rand(S);
> #local zR2=rand(S);
> 
> box {
>  0,1
>  scale <1+xR,8+yR*4,1+zR>/2
>  pigment {
>   checker
>   color rgb 0.1 color rgb 0.9 scale 0.5
>  }
>  translate (-<xR*20,0,zR*20>+<xR2*40,0,zR2*40>)/2
> }
> #end
>  rotate y*90
>  translate <-20,2,5>
> }

That image really looks almost like a dream!!! Congrats! Absolutely
impressive!

I think, when I adapt this scene (thanks also a lot for your scene
code), I will make the orange distance haze less high but more dense so
the planet cannot be seen through. I will try to remove the green lower
edge of the orange haze. But other than that, your scene is PERFECT!

ERROR ALERT

When trying to render your scene, POV-Ray errors with the message of a
missing } in front of the word "eccentricity". Can you correct that error?

My initial wish was, when i would have finished that scene, to make it
available to all POV-Ray users, even offering it as a ready-to-insert
scene code. But with all the great POV-Ray community members that helped
me so much with their own code, I feel like I have to ask them for their
permission. I will do that, when my scene is complete.

Big thanks again!!!



---

http://www.avg.com


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