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Planet Earth, latest version. Atmosphere, 3D clouds, 3D continents, lights.
Question: how to limit lights to only the nightside? Sven
Post a reply to this message
Attachments:
Download 'Planet 01 Small.jpg' (662 KB)
Preview of image 'Planet 01 Small.jpg'
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Gotta love the irony of that filename:
Planet 01 Small-1.jpg, 661KB, 6400x4800 pixels.
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Well, but - indeed - this is only the small version. The original has a file
size of over 8 MB (which cannot be uploaded due the 1 MB file size limit
here).
Greetings,
Sven
"Orchid XP v2" <voi### [at] devnull> schrieb im Newsbeitrag
news:447b31f4$1@news.povray.org...
> Gotta love the irony of that filename:
>
> Planet 01 Small-1.jpg, 661KB, 6400x4800 pixels.
Post a reply to this message
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uhm, please post a smaller file in the future :-/
as for comments: you should use interpolate with your image_map
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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Hi Zeger,
I was consulting the POV-Ray docuemntion to find out more about
interpolation, but the only thing I can read there is about the values 0, 1
and 2, and what kind of interpolation they are indicating. But, much more
basically, what is an interpol ation?
I am not English-speaking by birth, that's probably why I cannot discover
the meaning of that word. However, I know about you that your advices are
always very good, and just started a render in which i have added the
interpolate 1 to the normal of each texture, let's see what comes out!
The reason for that relatively large file size is simply that I wanted to
check the details exactly, especially the atmosphere. Smaller render sizes
would make it quite difficult to see the atmosphere at the horizon.
Thanks, and greetings,
Sven
"Zeger Knaepen" <zeg### [at] povplacecom> schrieb im Newsbeitrag
news:447b354d$1@news.povray.org...
uhm, please post a smaller file in the future :-/
as for comments: you should use interpolate with your image_map
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
Post a reply to this message
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Hmm, ran into difficulties with density file 8which is required for
interpolate). Let me post here the source code for the scene, maybe you can
show me how it should be.
Thanks,
Sven
"Zeger Knaepen" <zeg### [at] povplacecom> schrieb im Newsbeitrag
news:447b354d$1@news.povray.org...
as for comments: you should use interpolate with your image_map
-------------------------------------------------
#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 0.25 } }
#declare EarthClouds = texture { pigment { image_map { png
"E:\Scripts\Eigene Bilder\Povray Textures\Sphere_Earth_Clouds_03.png"
map_type 1 } rotate < 0.0, 0.0, 0.0 > } finish { ambient 0.0 } }
global_settings
{
assumed_gamma 2.0
radiosity { } //
}
camera
{
location < 000.0, 0.0, -300.0 >
look_at < 000.0, 0.0, 0.0 >
}
/**/
light_source
{
< 1000.0, 0.0, 250.0 >
color White *3
}
#macro StarSubPigment(StarSize, StarFrequency)
crackle
form < 1.0, 0.0, 0.0 >
#local Cutoff=StarSize*StarFrequency;
color_map
{
[ Cutoff rgb 1.0 ]
[ Cutoff rgb 0.0 ]
}
scale 1/StarFrequency
#end
// minsize, maxsize = size range of stars (some stars will always be smaller
due to nature of crackle pattern)
// starfrequency = how many stars
// variationfrequency = how quickly their size changes
#macro StarPigment(MinSize, MaxSize, StarFrequency, VariationFrequency)
#local NumSizeSteps=8;
pigment
{
pigment_pattern
{
bozo
color_map
{
[ 0.0 rgb 0.75 ]
[ 1.0 rgb 1.00 ]
}
scale 1/VariationFrequency
}
pigment_map
{
#local StepNum=0;
#while (StepNum<NumSizeSteps)
#local SizeAmnt=(StepNum+.5)/NumSizeSteps;
#local PreSize=MinSize+(StepNum/NumSizeSteps)*(MaxSize-MinSize);
#local PostSize=MinSize+((StepNum+1)/NumSizeSteps)*(MaxSize-MinSize);
[ SizeAmnt StarSubPigment(PreSize,StarFrequency) ]
[ SizeAmnt StarSubPigment(PostSize,StarFrequency) ]
#local StepNum=StepNum+1;
#end
}
}
#end
sky_sphere
{
StarPigment
(
0.000002, // min star size
0.000008, // max star size
10000, // star density (higher = more)
5 // variation frequency (higher = star size changes more over
nearby parts of the sky)
)
}
#declare Earth_Surface=sphere
{
0.0, 1.0
texture { Earth }
texture { EarthLights }
normal
{
// density_file df3 "Sphere_Earth_Bumps_01.df3"
// interpolate 1
bump_map
{
jpeg "Sphere_Earth_Bumps_01.jpg"
map_type 1
}
}
}
#declare Earth_Clouds=sphere
{
0.0, 1.0005
texture { EarthClouds }
normal
{
// density_file df3 "Sphere_Earth_Bumps_01.df3"
// interpolate 1
bump_map
{
jpeg "Sphere_Earth_Clouds_Bumps_03.jpg"
map_type 1
}
}
}
#declare Earth_Atmosphere=sphere
{
< 0.0, 0.0, 0.0 > 1.0
pigment
{
color rgbt < 0.3, 0.3, 1.0, 1.0 >
}
hollow
interior
{
media
{
intervals 10
scattering
{
2,
rgb < 0.3, 0.3, 1.0 >
extinction 1.0
} // 0.75
density
{
spherical
color_map
{
[ 0.000 rgb < 0.0, 0.0, 0.0 > ]
[ 1.000 rgb < 0.1, 0.1, 0.5 > ]
}
}
samples 1, 10
confidence 0.9999
variance 1/1000
ratio 0.9
}
}
finish { ambient 0.0 diffuse 0.9/**/ }
scale 1.0075
}
#declare Earth=union
{
object { Earth_Surface } //
object { Earth_Clouds } //
object { Earth_Atmosphere } //
scale 100.0
}
object { Earth }
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news:447b3c02@news.povray.org...
> Hmm, ran into difficulties with density file 8which is required for
> interpolate). Let me post here the source code for the scene, maybe you
can
> show me how it should be.
Sven,
interpolation works for 2D bitmaps as images as well as for density files.
Interpolation computes average values between pixels (for 2D images) and
voxels for density files.
You can forget density files for the moment, they are made for others uses.
For bitmaps, values 2 and 4 are valid (I suggest 4)
image_map { jpeg "E:\Scripts\Eigene Bilder\Povray
Textures\Sphere_Earth_01.jpg" map_type 1 interpolate 4}
Marc
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Sven,
So the real question is: Who left the lights on in China?
The trouble is that Earth_Surface is just a sphere with merged textures for
lights and terrain.
You would need to limit EarthLights to a hemisphere coaxial with the earth -
sun (lightsource) axis, then generate the composite
I have no idea how.
D
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Hi DLM,
I might have a slightly different idea which I still need to test.
My idea is not to have yellowish ambient lights, but to replace the yellow
areas in that texture with their corresponding areas of the land texture.
The result is now a texture which features just tiny fractions of the land.
I still keep an ambient value.
This way I hope to achieve that on the dayside the lights are not
recognizable, but on the nightside you can see the areas which glow. Despite
of using the underground colors, it still should look like lights.
I am making now some test renders and will post them here, as well.
Later,
Sven
"dlm" <me### [at] addressinvalid> schrieb im Newsbeitrag
news:447b5cfc$1@news.povray.org...
> Sven,
> So the real question is: Who left the lights on in China?
> The trouble is that Earth_Surface is just a sphere with merged textures
> for lights and terrain.
> You would need to limit EarthLights to a hemisphere coaxial with the
> earth - sun (lightsource) axis, then generate the composite
> I have no idea how.
> D
>
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"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote:
> Well, but - indeed - this is only the small version. The original has a file
> size of over 8 MB (which cannot be uploaded due the 1 MB file size limit
> here).
How did you get the 1 MB limit?!? My limit is set to 700 KB.
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