|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi.
Please see here my earth render image. The planet consists of four items:
- planet surface sphere (bump map and texture)
- planet lights sphere (semi transparent PNG image at ambient 1.0)
- planet clouds sphere (bump map and semi transparent PNG image)
- planet atmoshphere sphere (hollow sphere with media)
This way, if someone wanted the clouds could rotate slow around the axis.
Problems:
- despite of ambient 0.0 the atmosphere is even visible on night side
- my citizens don't save energy on the dayside
Who can help fixing these two problems? Ideas, hints, suggestions and
solutions are very welcome!
Please find the scene below.
Sven
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "woods.inc"
#declare Earth = texture { pigment { image_map { jpeg "E:\Scripts\Eigene
Bilder\Povray Textures\Sphere_Earth_01.jpg" map_type 1 } rotate < 0.0, 0.0,
0.0 > } finish { ambient 0.0 } }
#declare EarthLights = texture { pigment { image_map { png
"E:\Scripts\Eigene Bilder\Povray Textures\Sphere_Earth_Lights_01.png"
map_type 1 } rotate < 0.0, 0.0, 0.0 > } finish { ambient 1.0 } }
#declare EarthClouds = texture { pigment { image_map { png
"E:\Scripts\Eigene Bilder\Povray Textures\Sphere_Earth_Clouds_01.png"
map_type 1 } rotate < 0.0, 0.0, 0.0 > } finish { ambient 0.0 } }
global_settings
{
assumed_gamma 0.0
radiosity { } //
}
camera
{
location < 10.0, 0.0, -300.0 >
look_at < 10.0, 0.0, 0.0 >
}
light_source
{
< 1000.0, 0.0, 250.0 >
color White *5
}
#declare Earth_Surface=sphere
{
0, 1.0
texture { Earth }
texture { EarthLights }
normal
{
bump_map
{
jpeg "Sphere_Earth_01.jpg"
map_type 1
}
}
}
#declare Earth_Clouds=sphere
{
0, 1.0001
texture { EarthClouds }
normal
{
bump_map
{
jpeg "Sphere_Earth_Clouds_01.jpg"
map_type 1
}
}
}
#declare Earth_Atmosphere=sphere
{
< 0, 0, 0 > 1
pigment
{
color rgbt < 1, 1, 1, 1 >
}
hollow
interior
{
media
{
intervals 10
emission 0.75
density
{
spherical
color_map
{
[ 0 rgb < 0, 0, 0 > ]
[ 1 rgb < 0.1, 0.1, 0.5 > ]
}
}
samples 1, 10
confidence 0.9999
variance 1/1000
ratio 0.9
}
}
finish { ambient 0.0 }
scale 1.005
}
#declare Earth=union
{
object { Earth_Surface }
object { Earth_Clouds }
object { Earth_Atmosphere }
scale 100.0
}
object { Earth }
Post a reply to this message
Attachments:
Download 'Planet 01.jpg' (223 KB)
Preview of image 'Planet 01.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I am also in need of a very-high-resolution cloud image map for the
spherical texture. Is there anyone who has a collection of cloud images?
Greetings,
Sven
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Sven Littkowski wrote:
> - despite of ambient 0.0 the atmosphere is even visible on night side
Obvious with emitting media...
>
> global_settings
> {
> assumed_gamma 0.0
> radiosity { } //
> }
Note these both are nonsense: assumed_gamma can't be zero (the image
would be completely white then) and radiosity does not have any positive
effect in such a scene.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.imagico.de/ (Last updated 27 May. 2006)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Christoph Hormann <chr### [at] gmxde> wrote:
> Sven Littkowski wrote:
> > - despite of ambient 0.0 the atmosphere is even visible on night side
>
> Obvious with emitting media...
Sven, i hardly see any atmosphere at all. Guess the sky could be a little
higher? ;)
and i think the correct setting for an atmosphere would be scattering media,
not emitting. But it's far slower.
and BTW, do we really see our city lights from space? I thought most
cientists believe our civilization would go unnoticed by an eventual
observer at a quick glance of our planet...
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"nemesis" <nam### [at] gmailcom> schrieb im Newsbeitrag
news:web.4478a5d9a626bc34b6a6018f0@news.povray.org...
> Sven, i hardly see any atmosphere at all. Guess the sky could be a little
> higher? ;)
Yes, it could, but I wanted to stay as realistic as possible. The thin layer
of atmosphere should be visible only at close range (see attached photo).
> and i think the correct setting for an atmosphere would be scattering
> media,
> not emitting. But it's far slower.
Can you publish here a smaple of scattering media? It would help me a lot! I
try it now with a sphere and a pigment_map, but have first to figure out how
to create a spherical pigment_map, as gradients x, y or z are only towards
one axis. I hardly worked before with pigment_maps.
> and BTW, do we really see our city lights from space? I thought most
> cientists believe our civilization would go unnoticed by an eventual
> observer at a quick glance of our planet...
Hmm, here you might have a point, but not for sure. So far as I know, you
might not see individual lights (of course not), but just the biggest
clusters of lights such created by big cities and maybe reflecting clouds
above them. But I am not sure. But in any way, lights look good. If only I
could find a way to manage that they would be only at the nightside of
earth...
That would help me also for future planet renders...
Greetings,
Sven
Post a reply to this message
Attachments:
Download 'Planet.jpg' (100 KB)
Preview of image 'Planet.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"nemesis" <nam### [at] gmailcom> wrote:
> Christoph Hormann <chr### [at] gmxde> wrote:
> > Sven Littkowski wrote:
> > > - despite of ambient 0.0 the atmosphere is even visible on night side
> >
> > Obvious with emitting media...
>
> Sven, i hardly see any atmosphere at all. Guess the sky could be a little
> higher? ;)
>
> and i think the correct setting for an atmosphere would be scattering media,
> not emitting. But it's far slower.
>
> and BTW, do we really see our city lights from space? I thought most
> cientists believe our civilization would go unnoticed by an eventual
> observer at a quick glance of our planet...
> and i think the correct setting for an atmosphere would be scattering media,
> not emitting. But it's far slower.
AH yes, that's it... Emitting lights up at night.... in my atmosphere, I use
"scattering" which produces the most realistic results. I posted my
atmosphere macro in another forum on this news group, the "rings cutting
the atmosphere" or something like that, when I posted a question on another
problem.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote:
> Hi.
>
> Please see here my earth render image. The planet consists of four items:
> - planet surface sphere (bump map and texture)
> - planet lights sphere (semi transparent PNG image at ambient 1.0)
NICE city lights! However, here's a concern I noticed... it seems that you
have a very cloudy daytime and a very clear nighttime. That will
definitely be unrealistic.
And yes.... the daytime is so extremely bright, that you won't see anything
on the night side.... but if you concentrate on the night side, then there
will be lights.... which are as bright as the stars. But on cloudy earth,
only portions will be seen.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
EagleSun wrote:
> NICE city lights! However, here's a concern I noticed... it seems that you
> have a very cloudy daytime and a very clear nighttime. That will
> definitely be unrealistic.
Floating cities? Flying cars!
They promised me there would be flying cars! Where are my flying cars?!
--
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------
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi Eagle Sun,
about the lights: I also wonder that they are visible. But it is
explainable. Let me start with some characteristics of my scene:
- The surface of earth consists of two textures and a bump map.
- The lights are actually the second texture of the surface.
- The clouds are another sphere just slightly bigger than the earth sphere.
- The clouds sphere consists of one semi-transparent PNG image map (the
whiter the more untransparent) and a bump map.
- There is a tiny distance between lights (earth surface) and clouds.
I think, many lights are still visible because the clouds (like in real
nature) are a bit transparent at their edges and of course between the
clouds. So I could say, the lights are shining through the clouds in many
locations. I am just sad that the cloud layer does not blur the lights
shining through, as real clouds would do. Real clouds would diffuse the
light shining through and blur it, but also be lightened a bit by the lights
beyond them.
Questions:
- Who knows any way to limit the lights to only the nightside?
- I need a sphere which functions like fog: a color shift from transparent
at the outest outside to blue in the center, for an atmosphere.
Greetings,
Sven
"EagleSun" <nomail@nomail> schrieb im Newsbeitrag
news:web.447a83d9a626bc349756002c0@news.povray.org...
> "Sven Littkowski" <sve### [at] jamaica-focuscom> wrote:
>> Hi.
>>
>> Please see here my earth render image. The planet consists of four items:
>> - planet surface sphere (bump map and texture)
>> - planet lights sphere (semi transparent PNG image at ambient 1.0)
>
> NICE city lights! However, here's a concern I noticed... it seems that
> you
> have a very cloudy daytime and a very clear nighttime. That will
> definitely be unrealistic.
>
> And yes.... the daytime is so extremely bright, that you won't see
> anything
> on the night side.... but if you concentrate on the night side, then there
> will be lights.... which are as bright as the stars. But on cloudy earth,
> only portions will be seen.
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote:
> - Who knows any way to limit the lights to only the nightside?
You can use a gradient pattern that's orientated to point at your light
source to mix your textures. You have to transform it a bit first, though.
I ended up writing a small scene to check this, so I'll just post it in
povray.text.scene-files (hopefully).
> - I need a sphere which functions like fog: a color shift from transparent
> at the outest outside to blue in the center, for an atmosphere.
That's a job for scattering media, I imagine. Emitting media won't do it.
There have been several examples posted up here, like this one by Tek:
http://news.povray.org/43c8dedf%40news.povray.org
Or this one, by Scott Gammans:
http://news.povray.org/web.3fbd42078ae459e44e0a58990%40news.povray.org
(hopefully those work, if they don't then just search news.povray.org for
"scattering planet atmosphere" keywords or similar).
Tom
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|