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You could try this code, changing the colours of the media of course to
white or very light grey.
//start code
#local SkyScale = 100;
#local Density_out =
density {
bozo //agate
density_map {
[0.2 rgb 1.0]
[0.5 rgb 0.2]
[0.8 rgb 1.0]
}
scale 0.05 //0.1
warp {turbulence <0.5 0.4, 0.5>*2}
}
#local MistSphere =
difference {
sphere { <0, 0, 0>, 1}
plane {-y, 0 translate 10/SkyScale*y}
texture {pigment {rgb 0 transmit 1} }
hollow
interior {
media {
intervals 1
absorption <0.10, 0.10, 0.12>
scattering {1, rgb <1, 1, 0.8>*1.4/SkyScale}
samples 50
confidence 0.9999
variance 1/1000
ratio 0.9
density {
spherical
density_map {
[0.880 Density_out]
[0.960 rgb 0]
}
}
}
}
scale SkyScale
translate CamLoc
}
MistSphere
//end code
--
Thomas
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