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I tried doing 1600x1200 with the chromatic dispersion, but it was taking
way too long and having bad coincident surface artifactings I'm not sure
how to be gotten rid of, so I went with large format just the Earth with
bumps. So, here 'tis, after 1 day, 7 h, 13 m and 55 s on an AMD Sempron
2500+, 512 MB RAM.
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Preview of image '2453674 earthlighting 94804s.jpg'
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Simply breathtaking. Very nice.
F
Tim Cook wrote:
> I tried doing 1600x1200 with the chromatic dispersion, but it was taking
> way too long and having bad coincident surface artifactings I'm not sure
> how to be gotten rid of, so I went with large format just the Earth with
> bumps. So, here 'tis, after 1 day, 7 h, 13 m and 55 s on an AMD Sempron
> 2500+, 512 MB RAM.
>
>
> ------------------------------------------------------------------------
>
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Tim Cook wrote:
> I tried doing 1600x1200 with the chromatic dispersion, but it was taking
> way too long and having bad coincident surface artifactings I'm not sure
> how to be gotten rid of, so I went with large format just the Earth with
> bumps. So, here 'tis, after 1 day, 7 h, 13 m and 55 s on an AMD Sempron
> 2500+, 512 MB RAM.
Impressive... however, the atmosphere at the limb seems too sharply
edged. And what is (or was) "chromatic dispersion"?
See you in Khyberspace!
Yadgar
Now playing: Echoes (Vangelis)
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Whee! I just got an email from none other than Chris Cason asking for
the source 'cuz he's using it as his wallpaper! *feels ego inflate
dangerously* Well, I don't have a single scene file since I use Moray,
but here's what I did:
I got the latest versions of the topo & bathymetry data from NASA's Blue
Marble site (as they use a full 255 greyscale range for each), but had
to modify their bathymetry image as it had the continents being 0 (with
antialiased edges) that needed fixing to 255 so I could reverse the
entire image and subtract it from a spherical isosurface while adding
the topography data...and I couldn't just do a complete colour replace
of all greys below a certain threshold as those were also used by
trenches. So a bit of time spent using the colour-replacer brush around
the edges of the continents on...I think I used the 21600x10800 version
then downsized it for better results. Anyhow, now have a much smoother
topographic and bathymetric bump map set for the Earth, covering a
complete range of 512 divisions...much better than the old Blue Marble's
combined dataset which only used just 72 of its possible 256!
I used Moray to make the scene...I placed a sphere at 0,0,0 and scaled
it to 0.641, giving it the following texture:
//--- BEGIN TEXTURE (direct code in Moray's texture editor) ---
#declare f=20;
texture{
pigment{
rgbf 1
}
}
interior{
media{
scattering{
4, rgb 1
}
density{
spherical color_map{
[ 0.00000 rgb f*<0,0,0> ]
[ 0.00078 rgb f*<0,(1/256),(1/128)> ]
[ 0.00156 rgb f*<0,(1/128),(1/64)> ]
[ 0.00234 rgb f*<0,(1/64),(1/32)> ]
[ 0.00312 rgb f*<0,(1/32),(1/16)> ]
[ 0.00390 rgb f*<0,(1/16),(1/8)> ]
[ 0.00468 rgb f*<0,(1/8),(1/4)> ]
[ 0.00546 rgb f*<0,(1/4),(1/2)> ]
[ 0.00624 rgb f*<0,(1/2),1> ]
[ 1.00000 rgb f*<0,(1/2),1> ]
}
}
}
}
//--- END TEXTURE ---
(the numbers for the density are what I computed to be analogous to the
Earth's atmosphere decreasing in density by half every five miles, with
the upper region being the boundary of the spherical density map)
position the camera and included the following file for the Earth itself:
//---- START FILE ----
#include "functions.inc"
#declare fn_EarthPigm1=function{
pigment{
image_map{
jpeg "G:\Public\9 - Geography & History\1 - Geography\2 -
Cartography\Earth\Global\5400\srtm_ramp2.world.5400x2700.jpg"
map_type 1
once
interpolate 4
}
}
}
#declare fn_EarthPigm2=function{
pigment{
image_map{
jpeg "G:\Public\9 - Geography & History\1 - Geography\2 -
Cartography\Earth\Global\5400\fixed.gebco_bathy.5400x2700.jpg"
map_type 1
once
interpolate 4
}
}
}
#declare IsoEarthTex=material{
texture{
image_pattern{
jpeg "G:\Public\9 - Geography & History\1 - Geography\2 -
Cartography\Earth\Global\5400\watermask5400x2700.jpg"
map_type 1
once
interpolate 4
}
texture_map{
[0
pigment{
image_map{
jpeg "G:\Public\9 - Geography & History\1 - Geography\2 -
Cartography\Earth\Global\5400\world.200406.3x5400x2700.jpg"
map_type 1
once
interpolate 4
}
}
finish{
ambient 0
diffuse 1
phong 0.5
metallic 1
conserve_energy
reflection{
0.05,0.05
fresnel off
falloff 1
exponent 1
metallic 1
}
}
]
[1
pigment{
image_map{
jpeg "G:\Public\9 - Geography & History\1 - Geography\2 -
Cartography\Earth\Global\5400\world.200406.3x5400x2700.jpg"
map_type 1
once
interpolate 4
}
}
finish{
ambient 0
diffuse 0.38
metallic 1
conserve_energy
reflection{
0.38,0.38
fresnel off
falloff 1
exponent 1
metallic 1
}
}
]
}
}
}
#declare EarthIso=isosurface{
function{f_sphere(x, y, z,
0.633)-(fn_EarthPigm1(x,y,z).red*0.006)+(fn_EarthPigm2(x,y,z).red*0.008
)}
contained_by{sphere{0,0.7}}
material{IsoEarthTex}
scale <-1,1,1>
rotate <90,0,-90>
}
object{EarthIso rotate -23.44*x}
//---- EOF ----
(the above-sea-level values I calibrated by putting references at sea
level and the top of everest, playing with the multiplication factor
until they lined up, but the below-sea-level values I just threw in an
approximation of the difference...)
I also recently added the stars.inc file to the mix and made a flyaround
animation, I might post that to p.b.animations...since I only know how
to do animations in Moray, and don't know how I'd combine one in POV
with one in Moray anyways, the the Earth and stars in it are fixed while
the camera and sun orbit...
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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