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From: Sven Littkowski
Subject: Planet Earth
Date: 29 May 2006 12:44:58
Message: <447b250a@news.povray.org>
Planet Earth, latest version. Atmosphere, 3D clouds, 3D continents, lights. 
Question: how to limit lights to only the nightside? Sven


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Attachments:
Download 'Planet 01 Small.jpg' (662 KB)

Preview of image 'Planet 01 Small.jpg'
Planet 01 Small.jpg


 

From: Orchid XP v2
Subject: Re: Planet Earth
Date: 29 May 2006 13:40:04
Message: <447b31f4$1@news.povray.org>
Gotta love the irony of that filename:

Planet 01 Small-1.jpg, 661KB, 6400x4800 pixels.


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From: Sven Littkowski
Subject: Re: Planet Earth
Date: 29 May 2006 13:46:36
Message: <447b337c@news.povray.org>
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.


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From: Zeger Knaepen
Subject: Re: Planet Earth
Date: 29 May 2006 13:54:21
Message: <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


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From: Sven Littkowski
Subject: Re: Planet Earth
Date: 29 May 2006 14:08:56
Message: <447b38b8$1@news.povray.org>
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


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From: Sven Littkowski
Subject: Re: Planet Earth
Date: 29 May 2006 14:22:58
Message: <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.

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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From: M a r c
Subject: Re: Planet Earth
Date: 29 May 2006 14:43:21
Message: <447b40c9@news.povray.org>

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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From: dlm
Subject: Re: Planet Earth
Date: 29 May 2006 16:43:40
Message: <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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From: Sven Littkowski
Subject: Re: Planet Earth
Date: 29 May 2006 17:49:07
Message: <447b6c53$1@news.povray.org>
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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From: EagleSun
Subject: Re: Planet Earth
Date: 29 May 2006 18:00:01
Message: <web.447b6ea51f1312434fa2c32c0@news.povray.org>
"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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