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On 30/11/2017 16:35, Bald Eagle wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>> Then change to media:
> 
> This is a hammer mill pulverizing plastic or mica
> 
It looks more like the foam you get from detergent. Maybe when there has 
been a discharge into a river, to me.
And, keep hold of the code.
-- 
Regards
     Stephen
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On 30/11/2017 16:36, Bald Eagle wrote:
> "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.
> 
> This looks much better as clouds  :)
> I like all of your previous attempts - they are useful for other types of
> materials being modeled.   You should save / post the parameters for those
> results for future reference.
> 
I agree with B.E.
-- 
Regards
     Stephen
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I suggest to consider, to add this code to the INSERT options of
POV-Ray. Or, to the code collections on the POV-Ray objects page.
Or both.
And the clouds you all helped to develop in my own scene, should be
added to the POV-Ray objects page, too, ans complete environment
including the haze layers as well.
---
http://www.avg.com
 
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On 30.11.2017 00:05, omniverse wrote:
> Sven Littkowski <I### [at] SvenLittkowski name> wrote:
>> THE PROJECT
>>
>> To develop a scene where tall futuristic skyscrapers rise above cloud
>> level, not necessarily on Earth.
>>
>> PUBLIC DOMAIN
>>
>> I can even imagine, each POV-Ray community member with interest in this
>> project can design the interior of his/her own flying home (a flattened
>> bubble with a diameter of 20 meters) and submit it to this thread as
>> self-sustaining INCLUDE file.
> 
> I think anyone offering help considers their SDL freely given, only nice 
to
> mention if you feel the need. If I'm wrong maybe we will hear differently
.
> 
> Ambitious goal, not sure I could do more but it has potential.
> 
> There could be inherent problems with the realism aspect of the suns and
> atmosphere. I know some people have attempted it in the past with some go
od
> results, but I don't remember how simple time of day or motion changes af
fected
> them. A scene can become unexpectedly different due to even slight change
s of
> camera/light/objects.
> I think of POV-Ray as not being a reality simulator, more of a simulation
 of
> reality. If that makes sense.
> 
> I suppose a good enough facsimile should be possible anyhow, sun orb aura
s and
> all. Once the formulation is found anyway. If the idea is to forego any t
ricks,
> such as halo disc objects, in lieu of pure 'media' it might prove difficu
lt as
> you've no doubt seen already.
> 
> Bob
> 
Wow, looks much better now! Big thanks. I just adapted your code!
---
http://www.avg.com
 
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CLOUD CITY: "HABITAT" sub thread
Please see below the scene code. I started to work on the habitat module
which hovers in swarms around the intended futuristic skyscrapers and
above and below the clouds.
I have a problem:
I make the hull hollow with a "difference" of the same shape but
slightly smaller side. However, I get strange results when watching the
habitat from below: the surface should be smooth because only from the
inside shape (difference) I take again some items off with another
difference. This should not impact the outside shape. And still, it
does. Help is welcome.
------------------------------------------------------
#declare MyHullOutsideBottom = texture
{
 pigment { color rgbt < 0.8039216,  0.5882353,  0.29411765, 0.00 > }
}
#declare MyHullOutsideTop = texture
{
 pigment { color rgbt < 0.4039216,  0.1882353,  0.09411765, 0.75 > }
}
#declare MyHull = texture
{
 gradient y
 texture_map
 {
  [ 0.00 MyHullOutsideBottom ] // Hull   Bronze_Metal /**/
  [ 0.05 MyHullOutsideBottom ] // Hull
  [ 0.05 MyHullOutsideTop    ] // Lower Deck Window Stripe
  [ 0.08 MyHullOutsideTop    ] // Lower Deck Window Stripe
  [ 0.08 MyHullOutsideBottom ] // Cupola Base
  [ 0.25 MyHullOutsideBottom ] // Cupola Base
  [ 0.25 MyHullOutsideTop    ] // Cupola
  [ 0.32 MyHullOutsideTop    ] // Cupola
  [ 0.32 MyHullOutsideBottom ] // Cupola Railing
  [ 0.32 MyHullOutsideBottom ] // Cupola Railing
  [ 0.33 MyHullOutsideTop    ] // Cupola
  [ 1.00 MyHullOutsideTop    ] // Cupola
 }
 translate < 0.0, -4.8812, 0.0 >
 scale 1.0*(4.8812*2.2975)
}
#declare MyHullInsideBottom = texture
{
 pigment { color rgb < 0.7843137,  0.654902,  0.4156863 > }
}
#declare MyHullInsideTop = texture
{
 pigment { color rgbt < 0.4039216,  0.1882353,  0.09411765, 0.75 > }
}
#declare MyInterior = texture
{
 gradient y
 texture_map
 {
  [ 0.00 MyHullInsideBottom ] // Hull   Bronze_Metal /**/
  [ 0.05 MyHullInsideBottom ] // Hull
  [ 0.05 MyHullInsideTop    ] // Lower Deck Window Stripe
  [ 0.08 MyHullInsideTop    ] // Lower Deck Window Stripe
  [ 0.08 MyHullInsideBottom ] // Cupola Base
  [ 0.25 MyHullInsideBottom ] // Cupola Base
  [ 0.25 MyHullInsideTop    ] // Cupola
  [ 0.32 MyHullInsideTop    ] // Cupola
  [ 0.32 MyHullInsideBottom ] // Cupola Railing
  [ 0.32 MyHullInsideBottom ] // Cupola Railing
  [ 0.33 MyHullInsideTop    ] // Cupola
  [ 1.00 MyHullInsideTop    ] // Cupola
 }
 translate < 0.0, -4.8812, 0.0 >
 scale -1.0*(4.8812*2.2975)
}
camera
{
 /*ultra_wide_angle*/ //angle 20
 location  < -25.0 , -15.0 , 0.0 >
 //right     x*image_width/image_height // not needed for v3.8
 look_at   < 0.0 , 0.0 , 0.0 >
}
light_source
{
 < -500.0, -500.0, -500.0 >
 color 1.0 * 0.3//< 1.0,  0.62353,  0.46667 >*2
}
#declare HomeBasic = blob
{
 threshold 0.35
 sphere { < 0.0, 0.0, 0.0 > 26.00 1.85 scale < 1.01, 0.25, 1.01 > } //
9.7624 meter tall (-4.8812 m to 4.8812 m) and exactly 19 meter usable
inside radius (38 meter diameter)
 cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
000.0, 0.0 > }
 cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
120.0, 0.0 > }
 cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeExact = difference
{
 object { HomeBasic }
 cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
000.0, 0.0 > }
 cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
120.0, 0.0 > }
 cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeHollow = difference
{
 object { HomeExact }
 difference
 {                                   // should be 0.999
  object { HomeExact scale < 0.999,0.979,0.999 > /*texture { MyHull }*/
pigment { color rgbt < 0.8039216,  0.5882353,  0.29411765, 0.00 > } }
//  cylinder { < 0.0,  4.8812, 0.0 > < 0.0,  4.9812, 0.0 > 05.0 pigment
{ color rgb < 0.5098039,  0.3137255,  0.2156863 > } } // Ceiling -
5.0812 m above main deck
  cylinder { < 0.0, -1.30, 0.0 > < 0.0, -1.20, 0.0 > 19.0 pigment {
color rgb < 0.5098039,  0.3137255,  0.2156863 > } } // Main Deck -
usable diameter: exactly 19 meters/units - deck thickness: 0.1 meters/units
  cylinder { < 0.0, -4.30, 0.0 > < 0.0, -4.20, 0.0 > 10.0 pigment {
color rgb < 0.5098039,  0.3137255,  0.2156863 > } } // Bottom Deck -
usable diameter: exactly 19 meters/units - ceiling height: exactly 3
meters /units
  union
  {
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
000.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
030.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
060.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
090.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
120.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
150.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
180.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
210.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
240.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
270.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
300.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
330.0, 0.0 > }
   texture { MyHullInsideBottom }
   rotate < 0.0, 15.0, 0.0 >
  }
 }
// cylinder { < 0.0, -4.00, 0.0 > < 0.0, -1.15, 0.0 > 14.0 pigment {
color rgb < 0.5098039,  0.3137255,  0.2156863 > } } // Volume for Bottom
Deck
 texture { MyHull }
}
#declare LightsOrangeRings = union
{
 torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 000.0, 0.0 > }
 torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 120.0, 0.0 > }
 torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 240.0, 0.0 > }
 pigment { color rgb < 0.8784314,  0.2,  0.003921569 > }
 finish { emission 1.0  }
}
#declare HomeLights = union
{
 object { HomeHollow }
 object { LightsOrangeRings }
 light_source
 {
  < 0.0, 5.5, 0.0 >
  color rgb 0.2
 }
// cylinder { < 0.0, -1.3, 0.0 > < 0.0, -1.19, 0.0 > 19.0 pigment {
color rgb < 0.145098,  0.1921569,  0.05882353 > } } // measuring deck
diameter (do not use)
}
object { HomeLights scale 0.8 translate < 0.0, 0.0, 0.0 > rotate < 0.0,
000.0, 0.0 >}
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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All these lines should not be there.
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
 
 Post a reply to this message 
 
Attachments: 
Download 'sl - cloud cities - habitat.jpg' (60 KB)
 
  
Preview of image 'sl - cloud cities - habitat.jpg'
   
   
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> Because the previous thread has become so large, it is hard to keep an
> overview. Thus I am starting now this thread as part 2 of that
> remarkable thread.
>
I just noticed something in your scene code that is probably unnecessary, in
your 'BigSun' and 'SmallSun' objects: the use of CSG union there...
Original code:
// Small Sun
#declare SunSmall = union
{
 sphere
 {
  < 0.0, 0.0, 0.0 > 1.0
  pigment { color rgb < 0.23529,  0.11373,  0.46275 >*1.0 }
  finish { emission 0.0 }
 }
 scale 66.0
 translate < 160.0, 25.0, 112.0 >*33.0
}
The scale and translate at the end only apply to that one object, so a union
isn't required; you could more easily write it as...
#declare SunSmall =
 sphere
 {
  < 0.0, 0.0, 0.0 > 1.0
  pigment { color rgb < 0.23529,  0.11373,  0.46275 >*1.0 }
  finish { emission 0.0 }
  scale 66.0
  translate < 160.0, 25.0, 112.0 >*33.0
}
 
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UPDATE
The complete scene code as it is now.
---------------------------------------------
#version 3.7;
// -------------------------------------------------------
// Special thanks for large amount of scene code and help:
// - Alain
// - And
// - Bald Eagle
// - Clipka
// - Kontemplator
// - Omniverse
// - Paolo Gibellini
// - Stephen
// - Thomas de Groot
// -------------------------------------------------------
#declare MyRadiosity = off;
#declare MyClouds = off;
#declare MySuns = off;
#declare MyForest = off;
#declare MyPlanet = off;
#declare MyAir = off;
#declare MyTowers = off;
#declare MyBubble = on;
#declare MyNature = pigment { color rgb < 0.16863,  0.32941,  0.070588 > };
global_settings
{
 assumed_gamma 1.4
 #if(MyRadiosity=on)
  radiosity { media on }
 #end
}
#default
{
 finish { ambient 0.0 diffuse 1.0 }
}
//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
//#include "SL - Hovering Bubble Home.inc"
//------------------------------------------------------------------------
camera
{
 /*ultra_wide_angle*/ //angle 20
 location  < -35.0 , 11.0 , 0.0 >
 //right     x*image_width/image_height // not needed for v3.8
 look_at   < 0.0 , 5.0 , 0.0 >
}
// sun
-------------------------------------------------------------------
light_source
{
 -z*9999.0//< 50, 100, -250 >*10e4
 color 1.3//< 1.0,  0.62353,  0.46667 >*2
 area_light <450, 0, 0> <0, 0, 450> 6, 6                // total number
of lights in grid (4x*4z = 16 lights)
 adaptive 1          // 0,1,2,3...
 // area_illumination on
 jitter              // adds random softening of light
 circular            // make the shape of the light circular
 orient              // orient light
 rotate < 20.0, 240.0, 0.0 > // altitude, azimuth, tilt
}
// sky -------------------------------------------------------------------
background { color rgb 0.0 }
// ground -----------------------------------------------------------------
#if(MyForest)
box
{
 < -1.0, -1.0, -1.0 > < 1.0, 1.0, 1.0 >
 pigment { MyNature }
 scale < 555.0, 497.0, 555.0 >
 translate -y*494.0
}
#end
//--------------------------------------------------------------------------
// Clouds
#if(MyClouds)
#local Scale = 5.0;
#declare Clouds = density
{
 ripples   // controls the cloud formation
 color_map
 {
  [ 0.33 rgb  10.0 ]
  [ 0.67 rgb 100.0 ]
 }
 scale < 3.0, 1.0, 10.0 >*0.5
 warp { turbulence < 2.5, 1.0, 1.6 > }
 rotate 45.0*y
}
//cloud layer:
box
{
 < -1.0, -1.0, -1.0 > < 1.0, 1.0, 1.0 >
 pigment { rgbt 1.0 }
 hollow
 interior
 {
  media
  {
   samples 20
   absorption < 3.0, 4.0, 0.5 >*1.0/(Scale*100.0)
   emission   < 1.0, 1.0, 1.0 >*0.5/(Scale*100.0)
   scattering
   {
    1
    < 0.5, 0.75, 1.5 >*3.0/(Scale*100.0)
    extinction 0.5
   }
   density
   {
    boxed
    density_map
    {
     [ 0.000 rgb 0.0 ]
     [ 0.001 Clouds scale 1.0/100.0 ]
    }
   }
  }
 }
 scale Scale*100.0
 translate -y*494.0
}
#end
//-------------------------------------------------------------
//atmosphere:
#if(MyAir)
disc
{
 0.0, y, 1.0, 0.0
 hollow on
 no_shadow
 pigment { color rgb 1.0 }
 scale 100.0
 translate y*100.0
}
#local Scale = 5.0;
sphere
{
 < 0.0, 0.0, 0.0 >, 1.0
 pigment { rgbt 1.0 }
 hollow
 interior
 {
  media
  {
   samples 20
   absorption 0.5
   scattering
   {
    5
    < 1.25, 1.0, 1.5 >*2.0/Scale
    extinction 0.67
    eccentricity 0.2
   }
   density
   {
    gradient y
    color_map
    {
/*
     [ 0.00 rgb 1.0 ]  //base ground fog
     [ 0.10 rgb < 9.0, 0.3, 0.10 > ]  //top ground fog
     [ 0.30 rgb < 0.9, 0.3, 0.10 > ]  //top ground fog
     [ 0.50 rgb < 0.5, 0.1, 0.09 >*0.100 ] //base atmospheric haze
     [ 0.67 rgb < 0.1, 0.2, 0.90 >*0.100 ] //top atmospheric haze
     [ 1.00 rgb < 0.1, 0.3, 0.90 >*0.001 ] //top atmospheric haze
*/
     [ 0.00 rgb < 1.0, 1.0, 1.00 >*1.000 ] //base ground fog
     [ 0.10 rgb < 3.0, 0.3, 0.10 >*1.000 ] //top ground fog
     [ 0.30 rgb < 0.3, 0.3, 0.10 >*1.000 ] //top ground fog
     [ 0.50 rgb < 0.5, 0.1, 0.09 >*0.100 ] //base atmospheric haze
     [ 0.67 rgb < 0.3, 0.7, 1.00 >*0.100 ] //top atmospheric haze
     [ 1.00 rgb < 0.3, 0.7, 1.00 >*0.001 ] //top atmospheric haze
    }
    rotate -x*15.0
    warp { spherical }
    scale Scale*2.0*y
   }
  }
 }
 scale Scale*111.0
 translate -y*535.0
}
#end
//-------------------------------------------------------------
// Planet:
#if(MyPlanet)
union
{
 sphere
 {
  < 0.0, 0.0, 0.0 > 7.0
  pigment
  {
   gradient y
   color_map
   {
    [ 0.00 rgb < 1.0, 1.0, 1.0 >*0.05 ]
    [ 0.10 rgb < 1.0, 1.0, 1.0 >*0.05 ]
    [ 0.12 rgb < 1.0, 1.0, 1.0 >*0.05 ]
    [ 0.15 rgb < 0.80392, 0.66275, 0.47059 >*0.05 ]
    [ 0.20 rgb < 0.80392, 0.66275, 0.47059 >*0.05 ]
    [ 0.22 rgb < 0.63922, 0.55686, 0.31373 >*0.05 ]
    [ 0.27 rgb < 0.63922, 0.55686, 0.31373 >*0.05 ]
    [ 0.40 rgb < 0.47451, 0.30980, 0.14118 >*0.05 ]
    [ 0.43 rgb < 0.47451, 0.30980, 0.14118 >*0.05 ]
    [ 0.45 rgb < 0.20392, 0.24314, 0.41176 >*0.05 ]
    [ 0.55 rgb < 0.20392, 0.24314, 0.41176 >*0.05 ]
    [ 0.57 rgb < 0.47451, 0.30980, 0.14118 >*0.05 ]
    [ 0.60 rgb < 0.47451, 0.30980, 0.14118 >*0.05 ]
    [ 0.73 rgb < 0.63922, 0.55686, 0.31373 >*0.05 ]
    [ 0.78 rgb < 0.63922, 0.55686, 0.31373 >*0.05 ]
    [ 0.80 rgb < 0.80392, 0.66275, 0.47059 >*0.05 ]
    [ 0.85 rgb < 0.80392, 0.66275, 0.47059 >*0.05 ]
    [ 0.88 rgb < 1.0, 1.0, 1.0 >*0.05 ]
    [ 0.90 rgb < 1.0, 1.0, 1.0 >*0.05 ]
    [ 1.00 rgb < 1.0, 1.0, 1.0 >*0.05 ]
   }
   turbulence 0.3
   translate < 0.0, -7.0, 0.0 >
   scale 14.0
  }
 }
 difference
 {
  cylinder { < 0.0, -0.00001, 0.0 > < 0.0, 0.00001, 0.0 > 16.0 }
  cylinder { < 0.0, -0.00002, 0.0 > < 0.0, 0.00002, 0.0 > 10.0 }
  pigment
  {
   onion
   color_map
   {
    [ 0.00 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
    [ 0.60 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
    [ 0.62 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
    [ 0.63 rgbt < 0.80392, 0.66275, 0.47059, 0.7 > ]
    [ 0.66 rgbt < 0.80392, 0.66275, 0.47059, 0.7 > ]
    [ 0.67 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
    [ 0.71 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
    [ 0.73 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
    [ 0.76 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
    [ 0.80 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
    [ 0.81 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
    [ 0.82 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
    [ 0.83 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
    [ 0.86 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
    [ 0.88 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
    [ 0.89 rgbt < 0.80392, 0.66275, 0.47059, 0.7 > ]
    [ 0.91 rgbt < 0.80392, 0.66275, 0.47059, 0.7 > ]
    [ 0.97 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
    [ 0.99 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
    [ 1.00 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
   }
   scale 16.0
  }
  finish { emission 0.1 }
 }
 scale 250.0
 rotate < -10.0, -20.0, 50.0 >
 translate < 160.0, 50.0, -100.0 >*33.0
}
#end
#if(MySuns)
// Big Sun
#declare SunLarge = union
{
 sphere
 {
  < 0.0, 0.0, 0.0 > 1.0
  pigment
  {
   gradient y
   color_map
   {
    [ 0.00 rgb < 0.0, 0.0, 0.0 > ]
    [ 0.50 rgb < 1.5, 0.0, 0.1 > ]
    [ 1.00 rgb < 3.0, 0.0, 0.1 >*5.0 ]
   }
   translate < 0.0, -0.5, 0.0 >
   scale 2.0
  }
  finish { emission 1.0 }
  scale 12.0
 }
 scale 66.0
 translate < 160.0, 0.0, 78.0 >*33.0
}
// Small Sun
#declare SunSmall = union
{
 sphere
 {
  < 0.0, 0.0, 0.0 > 1.0
  pigment { color rgb < 0.23529,  0.11373,  0.46275 >*1.0 }
  finish { emission 0.0 }
 }
 scale 66.0
 translate < 160.0, 25.0, 112.0 >*33.0
}
object { SunLarge }
object { SunSmall }
#end
//-------------------------------------------------------------
//artefact:
#if(MyTowers)
#local S=seed(4132);
union
{
 #for (It,1.0,8.0,1.0)
  #local xR=rand(S);
  #local yR=rand(S);
  #local zR=rand(S);
  #local xR2=rand(S);
  #local yR2=rand(S);
  #local zR2=rand(S);
/*
  box
  {
   0.0, 1.0
   scale < 1.0+xR, 8.0+yR*4, 1.0+zR >/2.0
   pigment
   {
    checker
    color rgb 0.1 color rgb 0.9 scale 0.5
   }
   translate (-< xR*20.0,0.0,zR*20.0 > + <xR2*40.0, 0.0, zR2*40.0 >)/2.0
  }
*/
  blob
  {
   threshold 0.65
   cylinder { < 0.0, 0.0, 0.0 > < 0.0, 1.0*(6.0+yR*4), 0.0 >  0.25 1.0 }
   sphere { < 0.0, 1.0*(6.0+yR*4), 0.0 >  0.35 1.0 }
   #if(xR<0.5)
    texture { Chrome_Texture }
   #else
    texture { Brushed_Aluminum }
   #end
   translate (-< xR*20.0,0.0,zR*20.0 > + <xR2*40.0, 0.0, zR2*40.0 >)/2.0
  }
 #end
 rotate y*90.0
 translate < -20.0, 2.0, 5.0 >
}
#end
#if(MyBubble)
#declare MyBronze = texture
{
 Bright_Bronze
 finish
 {
  reflection { 0.01, 0.95 fresnel }
  conserve_energy
  phong 30.0 phong_size 20.0 metallic 1.0
  specular 50.0 roughness 0.0004   //layer a sharp highlight on top.
 }
}
#declare PearlescentGlass = texture
{
 pigment { rgb 0 transmit 1 }
 finish
 {
  reflection { .01, .95 fresnel }
  conserve_energy
  //big fat phong highlight, to give ethereal sheen to the material.
  //make phong fade with angle, using pov's metallic effect on black
  //(because there's no fresnel for phong)
  phong 30 phong_size 20 metallic 1
  specular 50 roughness .0004   //layer a sharp highlight on top.
 }
}
#declare MyHullOutsideBottom = texture
{
 pigment { color rgbt < 0.8039216,  0.5882353,  0.29411765, 0.00 > }
}
#declare MyHullOutsideTop = texture
{
 pigment { color rgbt < 0.4039216,  0.1882353,  0.09411765, 0.75 > }
}
#declare MyHull = texture
{
 gradient y
 texture_map
 {
  [ 0.00 MyHullOutsideBottom ] // Hull   Bronze_Metal /**/
  [ 0.05 MyHullOutsideBottom ] // Hull
  [ 0.05 MyHullOutsideTop    ] // Lower Deck Window Stripe
  [ 0.08 MyHullOutsideTop    ] // Lower Deck Window Stripe
  [ 0.08 MyHullOutsideBottom ] // Cupola Base
  [ 0.25 MyHullOutsideBottom ] // Cupola Base
  [ 0.25 MyHullOutsideTop    ] // Cupola
  [ 0.32 MyHullOutsideTop    ] // Cupola
  [ 0.32 MyHullOutsideBottom ] // Cupola Railing
  [ 0.32 MyHullOutsideBottom ] // Cupola Railing
  [ 0.33 MyHullOutsideTop    ] // Cupola
  [ 1.00 MyHullOutsideTop    ] // Cupola
 }
 translate < 0.0, -4.8812, 0.0 >
 scale 1.0*(4.8812*2.2975)
}
#declare MyHullInsideBottom = texture
{
 pigment { color rgb < 0.7843137,  0.654902,  0.4156863 > }
}
#declare MyHullInsideTop = texture
{
 pigment { color rgbt < 0.4039216,  0.1882353,  0.09411765, 0.75 > }
}
#declare MyInterior = texture
{
 gradient y
 texture_map
 {
  [ 0.00 MyHullInsideBottom ] // Hull   Bronze_Metal /**/
  [ 0.05 MyHullInsideBottom ] // Hull
  [ 0.05 MyHullInsideTop    ] // Lower Deck Window Stripe
  [ 0.08 MyHullInsideTop    ] // Lower Deck Window Stripe
  [ 0.08 MyHullInsideBottom ] // Cupola Base
  [ 0.25 MyHullInsideBottom ] // Cupola Base
  [ 0.25 MyHullInsideTop    ] // Cupola
  [ 0.32 MyHullInsideTop    ] // Cupola
  [ 0.32 MyHullInsideBottom ] // Cupola Railing
  [ 0.32 MyHullInsideBottom ] // Cupola Railing
  [ 0.33 MyHullInsideTop    ] // Cupola
  [ 1.00 MyHullInsideTop    ] // Cupola
 }
 translate < 0.0, -4.8812, 0.0 >
 scale -1.0*(4.8812*2.2975)
}
camera
{
 /*ultra_wide_angle*/ //angle 20
 location  < -25.0 , -15.0 , 0.0 >
 //right     x*image_width/image_height // not needed for v3.8
 look_at   < 0.0 , 0.0 , 0.0 >
}
light_source
{
 < -500.0, -500.0, -500.0 >
 color 1.0 * 0.3//< 1.0,  0.62353,  0.46667 >*2
}
#declare HomeBasic = blob
{
 threshold 0.35
 sphere { < 0.0, 0.0, 0.0 > 26.00 1.85 scale < 1.01, 0.25, 1.01 > } //
9.7624 meter tall (-4.8812 m to 4.8812 m) and exactly 19 meter usable
inside radius (38 meter diameter)
 cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
000.0, 0.0 > }
 cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
120.0, 0.0 > }
 cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeExact = difference
{
 object { HomeBasic }
 cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
000.0, 0.0 > }
 cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
120.0, 0.0 > }
 cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeHollow = difference
{
 object { HomeExact }
 difference
 {                                   // should be 0.999
  object { HomeExact scale < 0.999,0.979,0.999 > /*texture { MyHull }*/
pigment { color rgbt < 0.8039216,  0.5882353,  0.29411765, 0.00 > } }
//  cylinder { < 0.0,  4.8812, 0.0 > < 0.0,  4.9812, 0.0 > 05.0 pigment
{ color rgb < 0.5098039,  0.3137255,  0.2156863 > } } // Ceiling -
5.0812 m above main deck
  cylinder { < 0.0, -1.30, 0.0 > < 0.0, -1.20, 0.0 > 19.0 pigment {
color rgb < 0.5098039,  0.3137255,  0.2156863 > } } // Main Deck -
usable diameter: exactly 19 meters/units - deck thickness: 0.1 meters/units
  cylinder { < 0.0, -4.30, 0.0 > < 0.0, -4.20, 0.0 > 10.0 pigment {
color rgb < 0.5098039,  0.3137255,  0.2156863 > } } // Bottom Deck -
usable diameter: exactly 19 meters/units - ceiling height: exactly 3
meters /units
  union
  {
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
000.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
030.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
060.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
090.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
120.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
150.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
180.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
210.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
240.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
270.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
300.0, 0.0 > }
   box { < 10.0, -4.2, -0.05 >  < 25.0, -1.3, 0.05 > rotate < 0.0,
330.0, 0.0 > }
   texture { MyHullInsideBottom }
   rotate < 0.0, 15.0, 0.0 >
  }
 }
// cylinder { < 0.0, -4.00, 0.0 > < 0.0, -1.15, 0.0 > 14.0 pigment {
color rgb < 0.5098039,  0.3137255,  0.2156863 > } } // Volume for Bottom
Deck
 texture { MyHull }
}
#declare LightsOrangeRings = union
{
 torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 000.0, 0.0 > }
 torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 120.0, 0.0 > }
 torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 240.0, 0.0 > }
 pigment { color rgb < 0.8784314,  0.2,  0.003921569 > }
 finish { emission 1.0  }
}
#declare HomeLights = union
{
 object { HomeHollow }
 object { LightsOrangeRings }
 light_source
 {
  < 0.0, 5.5, 0.0 >
  color rgb 0.2
 }
// cylinder { < 0.0, -1.3, 0.0 > < 0.0, -1.19, 0.0 > 19.0 pigment {
color rgb < 0.145098,  0.1921569,  0.05882353 > } } // measuring deck
diameter (do not use)
}
object { HomeLights scale 0.8 translate < 0.0, 0.0, 0.0 > rotate < 0.0,
000.0, 0.0 >}
#end
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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On 30.11.2017 18:32, Kenneth wrote:
> I just noticed something in your scene code that is probably unnecessary, in
> your 'BigSun' and 'SmallSun' objects: the use of CSG union there...
> The scale and translate at the end only apply to that one object, so a union
> isn't required; you could more easily write it as...
Yes, you are right. The UNIOn comes from a time when I tried to add
another hollow media sphere to each sun, to simulate (successlessly) a glow.
I eventually want to give another glow try, somewhen.
---
http://www.avg.com
 
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I give you some value:
            media{
                samples 16
                emission rgb<3.73, 2.92*0.75, 2.78*0.65 >*4.0
                scattering{
this color  ==>       3, rgb< 3.73, 2.92, 2.78 >*8.0
                extinction 0.8
                }
                density {
                dens_cloud
                }
            }
for cloud with droplet size 3000nm, rgb<1.000, 0.928, 0.812>
for cloud with droplet size 4000nm, rgb<1.000, 0.837, 0.780>
for cloud with droplet size 5000nm, rgb<1.000, 0.793, 0.753>
for cloud with droplet size 6000nm, rgb<1.000, 0.780, 0.738>
for cloud with droplet size 7000nm, rgb<1.000, 0.784, 0.746>
for cloud with droplet size 8000nm, rgb<1.000, 0.782, 0.743>
for cloud with droplet size 9000nm, rgb<1.000, 0.781, 0.747>
for cloud with droplet size 10000nm, rgb<1.000, 0.779, 0.745>
for cloud with droplet size 12000nm, rgb<1.000, 0.784, 0.750>
for cloud with droplet size 14000nm, rgb<1.000, 0.784, 0.749>
for cloud with droplet size 16000nm, rgb<1.000, 0.788, 0.747>
for cloud with droplet size 18000nm, rgb<1.000, 0.783, 0.749>
scattering with type3 (mie murky) or type5 + eccentricity 0.9 is the most
realistic option for the first scattering
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