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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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