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"And" <49341109@ntnu.edu.tw> wrote:
> Media is easy to get not bad result, but still have some limit.
> This time I used the correct scattering color of cloud, and added some emission
> to simulate multiple scattering effect(emission strength should proportion to
> the sun power) , emission color I just guess.
>
> For this cloud size this simulation is not bad.
#version 3.7;
global_settings{
max_trace_level 3
assumed_gamma 1.0
adc_bailout 0.007
mm_per_unit 1000 //important for subsurface
radiosity{
pretrace_start 64/image_width
pretrace_end 4/image_width
count 60
nearest_count 6
error_bound 0.64
recursion_limit 8
low_error_factor 0.5
gray_threshold 0.0
brightness 1
media on
}
}
default{
texture{
pigment {rgb<0.2,0.2,0.2>}
finish{ambient 0 diffuse 0}
}
}
//---------------------background------------------------
background{rgb <0,0,0>}
//-------------------settings--------------------------------
//--------------------light source-----------------------------
light_source {
<-4, -2.5, 4>*100
color rgb <1.0, 0.88, 0.76>*1.75
parallel
point_at <0.0, 0.0, 0.0>
rotate <0,0,106>
}
sky_sphere{
pigment {rgb <0.35,0.55,1>*0.6}
}
//------------------------------------------
//My render is z toward sky, xy horizon
camera{
location <0,0,24>+<4, 2.5, -4>*2+<1,0,0>
look_at <0, 0, 10>
right <-4/3,0,0>
sky <0,0,1>
angle 48
}
//----------------------------------------
//----------------ground------------------------
#declare t_soil1=
texture{
pigment{rgb<0.2,0.164,0.1>*0.8}
finish{ambient 0 diffuse 1}
}
plane{
<0,0,1>,0
texture{t_soil1}
}
//--------------------cloud----------------------
#include "functions.inc"
#declare f_test =
function(x,y,z) {
0.36*sum(i, 0, 4, pow(abs(f_noise3d(x*pow(2, i)/0.4, y*pow(2, i)/0.4, z*pow(2,
i)/0.4)), 2.5)/pow(2.0, i) )
}
#declare f_cloud_base =
function(x,y,z) {
0.5 - f_test(x,y,z)*3*3*z*exp(-3*z) - 0.32*3*3*z*exp(-3*z)
}
#declare dens_cloud =
density{
function{0.5 - 0.2*f_cloud_base(x,y,z)}
color_map{
[0 rgb 0]
[0.5 rgb 0]
[0.6 rgb 1]
[1 rgb 1]
}
}
box{
<-2.0, -2.0, 0.0>, <2.0, 2.0, 1.0>
hollow
material{
texture{
pigment{rgbt<0,0,0,1>}
finish{ambient 0 diffuse 0}
}
interior {
media{
samples 16
emission rgb<3.73, 2.92*0.75, 2.78*0.65 >*4.0
scattering{
3, rgb< 3.73, 2.92, 2.78 >*8.0
extinction 0.8
}
density {
dens_cloud
}
}
}
}
scale <1.6, 1.6, 1.3>
translate <0,0,10>
}
cylinder{
<0,0,-0.01>, <0,0,1.01>, 0.4
texture{
pigment{rgb<1,0,0>}
finish{ambient 0 diffuse 1}
}
translate <0,0,10>
}
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