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Hey All,
I've been spending a fair amount of time thinking about how to generate
realistic looking sky spheres. Most of my efforts have been focused on
translating real-world pictures into appropriate looking sky spheres in a
time-efficient way. Here are my latest results.
Mike
--
http://povray.tashcorp.net
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You've got the colors down... now you just need another gradient running
in the opposite axis to wash them out. I always fake the sun with a
spherical texture too:
http://www.drugrecognition.com/skip/3d/highres/st400-2.jpg
Skip
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"Skip Talbot" <Ski### [at] aol com> schreef in bericht
news:43e1515f@news.povray.org...
> You've got the colors down... now you just need another gradient running
> in the opposite axis to wash them out. I always fake the sun with a
> spherical texture too:
>
Hey! That other gradient is a good idea! Never thought of that!
> http://www.drugrecognition.com/skip/3d/highres/st400-2.jpg
>
Beautiful image.
Thomas
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Mike Kost wrote:
> http://povray.tashcorp.net
Your sky sphere tutorial is really helpful.
I'll try it out on the weekend. Good work.
Sebastian
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Skip Talbot wrote:
> You've got the colors down... now you just need another gradient running
> in the opposite axis to wash them out. I always fake the sun with a
> spherical texture too:
>
> http://www.drugrecognition.com/skip/3d/highres/st400-2.jpg
>
> Skip
Skip,
Great idea to get the dimming effect. I took a quick swing at it and I like
the results...
Here's my sky_sphere:
sky_sphere {
pigment {
function { max(min(y,1),0) }
color_map { cm_realsky_01 }
}
scale (1/2)
pigment {
function { abs(max(min(x,1),-1)) }
color_map {
[ 0.0 rgbt <0.1, 0.1, 0.1, 1.0> ]
[ 0.2 rgbt <0.1, 0.1, 0.1, 1.0> ]
[ 0.6 rgbt <0.1, 0.1, 0.1, 0.9> ]
[ 1.0 rgbt <0.1, 0.1, 0.1, 0.6> ]
}
}
}
Mike
--
http://povray.tashcorp.net
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Sebastian H. wrote:
> Mike Kost wrote:
>> http://povray.tashcorp.net
>
> Your sky sphere tutorial is really helpful.
> I'll try it out on the weekend. Good work.
>
> Sebastian
Thanks - I'm glad it's helpful.
I've started using a series of Python scripts to automate the whole process,
so what I'm doing now has advanced beyond my tutorial. Something new to
write-up when it settles down, I guess.
Mike
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Looks great, Mike. What are you using for the water?
Skip
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Skip Talbot wrote:
> Looks great, Mike. What are you using for the water?
>
> Skip
It's a bump mapped plane based on a functions from Chrisoph Horrman's
Realistic Water with POV-Ray tutorial
(http://www.imagico.de/pov/water/index.html). The water sdl is below (a
full scene file can be found off of here
http://povray.tashcorp.net/tutorials/qd_realskysphere/)
plane {
y, 0.0
material {
texture {
pigment { color rgbt <0.8, 0.9, 1, 0.9> }
finish {
ambient 0.0
diffuse 0.0
reflection {
0.2, 1.0
fresnel on
}
specular 0.4
roughness 0.003
}
normal {
function {
f_ridged_mf(x/9, y, z/5, 0.1, 3.0, 7, 0.7, 0.7, 2)
} 0.6
turbulence 2.5
scale 0.13
}
}
interior { ior 1.3 }
}
}
All the best,
Mike
--
http://povray.tashcorp.net
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Nice tutorial!
;-)
Paolo
> "Mike Kost" wrote:
> It's a bump mapped plane based on a functions from Chrisoph Horrman's
> Realistic Water with POV-Ray tutorial
> (http://www.imagico.de/pov/water/index.html). The water sdl is below (a
> full scene file can be found off of here
> http://povray.tashcorp.net/tutorials/qd_realskysphere/)
>
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Mike Kost <con### [at] povray tashcorp net> wrote:
> Sebastian H. wrote:
>
> > Mike Kost wrote:
> >> http://povray.tashcorp.net
> >
> > Your sky sphere tutorial is really helpful.
> > I'll try it out on the weekend. Good work.
> >
> > Sebastian
>
> Thanks - I'm glad it's helpful.
>
> I've started using a series of Python scripts to automate the whole process,
> so what I'm doing now has advanced beyond my tutorial. Something new to
> write-up when it settles down, I guess.
>
> Mike
How about letting POV do the work? I was able to do a reasonable facsimile
of the sampling process in POV sdl.
#declare Pigment_img=pigment{image_map{png "skygrad.png" interpolate 0}}
#declare Ximg_dim=48;
#declare Yimg_dim=270;
#declare Cmap_dim=30; //number of color map entries
#declare Xsamp=5; //averageing horizontally across the image
#declare Sample_bias=2; //bias the number of samples towards the bottom (>1)
or top (<1) of the image
#macro GetColor(SampleP, GradientFunc)
#local SamplePX=SampleP.x;
#local SamplePY=SampleP.y;
GradientFunc(SamplePX, SamplePY, 0)
#end
#declare SkyColorMap=
color_map{
#declare i=0;
#while (i<Cmap_dim)
[pow(i/(Cmap_dim), Sample_bias)
#declare j=0;
#declare Color_vector=(
#while (j<Xsamp) //loop to average over several horizontal samples
#declare XSamplePoint=(.5+int(Ximg_dim*j/Xsamp))/Ximg_dim;
#declare YSamplePoint=pow((.5+int(Yimg_dim*i/Cmap_dim))/Yimg_dim,
Sample_bias);
+GetColor(<XSamplePoint, YSamplePoint>,
function{pigment{Pigment_img}})
#declare j=j+1;
#end
)/Xsamp;
color rgb Color_vector
]
#declare i=i+1;
#end
}
Abe
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