POV-Ray : Newsgroups : povray.binaries.images : A planet generator Server Time
7 Nov 2024 04:53:44 EST (-0500)
  A planet generator (Message 1 to 6 of 6)  
From: JS
Subject: A planet generator
Date: 27 Oct 2004 16:28:12
Message: <pan.2004.10.27.20.27.13.38908@spammers.allowed>
This is a planet generator macro which I wrote for fun, using patterned
textures. I don't know if the picture will actually make it through, since
I use the newsreader Pan, which doesn't have any native binary posting
capabilities (anyone know any good binary-posting newsreader for Linux ?),
but I'll attach the macro before it - it's only a few seconds render with
atmoshpere disabled.

No doubt there's plenty to improve here, but this was my first serious
try with making my own texture (or a macro, for that matter)...

The macro is as follows:

*** BEGIN PLANET.INC ***

#include "rand.inc"
#include "functions.inc"

#macro planet(rseed, renderair, renderclouds, renderlights, dayvector)
  #local r = seed(rseed);

  #local xoff = SRand(r) * 100;
  #local yoff = SRand(r) * 100;
  #local zoff = SRand(r) * 100;

  #local sunx = dayvector.x;
  #local suny = dayvector.y;
  #local sunz = dayvector.z;

// Sea types

  #local seanormal = normal {
    bozo
    slope_map {
      [0 <0,0>]
      [0.5 <0.01, 0.5>]
      [0.5 <0.01,-0.5>]
      [1 <0,0>]
    }
    warp {
      turbulence 2
    }
    scale 0.001
  }
  
  #local sea = texture {
    pigment { color rgb <0,0,1> }
    normal { seanormal }
  }
  #local coast = texture {
    pigment { color rgb <0,0.5,0.5> }
    normal { seanormal }
  }

//  Landscape types
  
  #local landnormal = normal {
    bozo
    slope_map {
      [0 <0,0> ]      
      [0.3 <0.3,0.3>]
      [0.4 <0.5,0.5>]
      [0.5 <0.6,0>]
      [0.6 <0.5,-0.5>]
      [0.7 <0.3,-0.3>]
      [1 <0,0>]
    }
    warp {
      turbulence 1
    }
    scale 0.01
  }

// How many iterations should the continent generator go through ?
#local iterations = 10;


// Our fine continent generator. Works surprisingly well.
  #local surfacefunction = function(x,y,z,xoffset,yoffset,zoffset) {
    0
    #local i = 0;
    #local p = 1;
    #while (i < iterations)
      + (f_bozo(((x * pow(10,i)) + xoffset), ((y * pow(10,i)) + yoffset),
        ((z * pow(10,i)) + zoffset)) * (pow(0.1, i) * 0.9))
      #local i = i + 1;
      #if (i < iterations)
      #else
        + (f_bozo(((x * pow(10,i)) + xoffset), ((y * pow(10,i)) + yoffset),
        ((z * pow(10,i)) + zoffset)) * (pow(0.1, i) * 0.1))
      #end
    #end
  }  

  // This function decides if a given point should have a city by it's location.
  // Returns 0 if not, 1 if yes.
  #local cityspot = function(x,y,z) {
    select(((surfacefunction(x,y,z, xoff, yoff, zoff) * 0.5 + f_bozo(x * 10000 - yoff,
      y * 10000 - zoff, z * 10000 - xoff) * 0.4 + f_bozo((x + xoff) *
      1000000, (y + yoff) * 1000000, (z + zoff) * 1000000) * 0.1) -
      0.5),1,0,0)
  }

  // Normalize the vector

  #local vlen = function(x1,y1,z1) {
    sqrt(x1*x1 + y1*y1 + z1*z1)
  }
  #local vnormalx = function(x1,y1,z1) {
    x1 / vlen(x1,y1,z1)
  }

  #local vnormaly = function(x1,y1,z1) {
    y1 / vlen(x1,y1,z1)
  }

  #local vnormalz = function(x1,y1,z1) {
    z1 / vlen(x1,y1,z1)
  }

  // Dot the vector

  #local vdotter = function(x1,y1,z1,x2,y2,z2) {
    x1*x2 + y1*y2 + z1*z2
  }

  // Calculate the angle

  #local vangle = function(x1,y1,z1,x2,y2,z2) {
    degrees(acos(min(1,vdotter(vnormalx(x1,y1,z1),vnormaly(x1,y1,z1),
    vnormalz(x1,y1,z1),vnormalx(x2,y2,z2), vnormaly(x2,y2,z2),
    vnormalz(x2,y2,z2)))))
  }
  }
  }
  // The function which calculates if a given point is at the night side
  of the planet. // Returns 0 if we're not, 1 if we are. #local nightside
  = function(x1,y1,z1,x2,y2,z2) {
    select(((90 - vangle(x1,y1,z1,x2,y2,z2)) - surfacefunction(x1*5000,
    y1*5000, z1*5000, xoff * -3234, yoff * -3234, zoff * -3234) * 5)
    ,1,0,0)
  }

  // The function which calculates if a given point should be a city (with lights) or
not.
  // Returns 0 if not, 1 if yes.
  #local city = function(x1,y1,z1,x2,y2,z2) {
    min(nightside(x1,y1,z1,x2,y2,z2),cityspot(x1,y1,z1))
  }
  
  #local forest1 = texture {
    pigment { color rgb <0,0.8,0> }
    normal { landnormal }
  }
  #if (renderlights > 0)
  #local citytex = texture {
    pigment { color rgb <1,0.8,0.05> }
    finish { ambient 0.6 }
  }
  #local forest = texture {
    function {
      city(x,y,z,sunx,suny,sunz)
    }
    texture_map {
    [0.0 forest1]
    [0.5 forest1]
    [0.5 citytex]
    [1.0 citytex]
    }
  }
  #else
  #local forest = texture { forest1 }
  #end
  
  #local desert = texture {
    pigment { color rgb <255/255,236/255,95/255>}
    normal { landnormal }
  }
  #local polar_icecaps = texture {
    pigment { color rgb <0.9,0.9,0.9> }
    finish {
      brilliance 0.4
    }
  }

// Continent texture, composed of landscapes
  #local land = texture {
    function {1 - (abs(y) / 3) }
    texture_map {
      [0.0 polar_icecaps]
      [0.3 polar_icecaps]
      [0.33 forest]
      [0.8 forest]
      [0.85 desert]
      [0.90 desert]
      [0.95 forest]
      [1.0 forest]
    }
    warp {
      turbulence 0.5
    }
  }

// Atmosphere types

  #local airnormal = normal {
    bozo
    noise_generator 2
    slope_map {
      [0.0 <0,0>]
      [0.3 <0,0.5>]
      [0.9 <0.5,0.5>]
      [1.0 <0.1,0>]
    }
    warp {
      turbulence 2
    }
  }
  
  #local clouds = texture {
    pigment {
      color rgb <1,1,1>
    }
    normal { airnormal }
    finish {
      brilliance 0.5
    }
  }
  #local clear = texture {
    pigment {
      color rgbt <1,1,1,1>
    }
//    normal { airnormal }
    finish {
      brilliance 0.5
    }
  }

// Cloud layer
  #local cloudlayer = texture {
    bozo
    noise_generator 2
    warp {
      turbulence 2
    }
    translate <SRand(r) * 100, SRand(r) * 100, SRand(r) * 100>
    texture_map {
      [0.0 clear]
      [0.3 clear]
      [0.9 clouds]
      [1.0 clouds]
    }
  }

  // Atmosphere density function
  #local fd = function(x,y,z) {
    max(0, min(1, pow( (1 - (10 * (sqrt(x*x + y*y + z*z) - 3)) ),2 ) ))
//    max(0, min(1, ( 1 - (1 * pow((sqrt(x*x + y*y + z*z) - 3) ,2 )) )) )
  }

  // Atmpshere material
  #local atmo = material {
    texture { pigment { color rgbt <0,0,0,1> } }
    interior {
      media {
        density {
	  function {
	    fd(x,y,z)
	  }
	}
	scattering {
	  4, <0.1,0.1,0.5>
	}
      }
    }
  }

/*
// How many iterations should the continent generator go through ?
#local iterations = 10;

// Our fine continent generator. Works surprisingly well.
  #local surfacefunction = function(x,y,z,xoffset,yoffset,zoffset) {
    0
    #local i = 0;
    #local p = 1;
    #while (i < iterations)
      + (f_bozo(((x * pow(10,i)) + xoffset), ((y * pow(10,i)) + yoffset), ((z *
pow(10,i)) + zoffset))
        * (pow(0.1, i) * 0.9))
      #local i = i + 1;
      #if (i < iterations)
      #else
        + (f_bozo(((x * pow(10,i)) + xoffset), ((y * pow(10,i)) + yoffset), ((z *
pow(10,i)) + zoffset))
          * (pow(0.1, i) * 0.1))
      #end
    #end
  } */


// The planet surface
  #local surface = texture {
/*
    #local xoffset = SRand(r) * 100;
    #local yoffset = SRand(r) * 100;
    #local zoffset = SRand(r) * 100; */
    function {
      surfacefunction(x,y,z,xoff,yoff,zoff)
    }
    texture_map {
      [0.0 sea]
      [0.5 sea]
      [0.6 coast]
      [0.6 land ]
      [1.0 land]
    } 

  }

// The planet and it's atmosphere
union {
  // The planet
  sphere { <0,0,0>, 3 texture { surface } }
#if (renderclouds > 0)
  // Cloud layer
  sphere { <0,0,0>, 3.01 texture { cloudlayer } hollow }
#end
#if (renderair > 0)
  // Atmosphere
  sphere { <0,0,0>, 3.1 material { atmo } hollow }
#end
  // Dummy object so we get no warnings if we only render the planet itself
  sphere { <0,0,0>,1 pigment { color rgb <1,1,1> } }
}
#end


*** END PLANET.INC ***


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Attachments:
Download 'planet.png' (126 KB)

Preview of image 'planet.png'
planet.png


 

From: Thomas Lake
Subject: Re: A planet generator
Date: 27 Oct 2004 17:21:02
Message: <4180113e@news.povray.org>
Something went wrong in your post, I just get junk on my end. So I've 
posted the image as it appears correctly from the webview.


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Attachments:
Download 'planet.png' (126 KB)

Preview of image 'planet.png'
planet.png


 

From: Paolo Gibellini
Subject: Re: A planet generator
Date: 28 Oct 2004 10:16:33
Message: <4180ff41$1@news.povray.org>
> This is a planet generator macro which I wrote for fun,
> using patterned textures.
Cool!
And very fast!
;-)
Paolo


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From: Maurice
Subject: Re: A planet generator
Date: 28 Oct 2004 12:26:44
Message: <41811dc4$1@news.povray.org>
JS wrote:
> This is a planet generator macro which I wrote for fun, using patterned
> textures. I don't know if the picture will actually make it through, since
> I use the newsreader Pan, which doesn't have any native binary posting
> capabilities (anyone know any good binary-posting newsreader for Linux ?),
> but I'll attach the macro before it - it's only a few seconds render with
> atmoshpere disabled.
> 
> No doubt there's plenty to improve here, but this was my first serious
> try with making my own texture (or a macro, for that matter)...
> 

I get no output. What settings did you use to call the macro with?


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From: JS
Subject: Re: A planet generator
Date: 28 Oct 2004 16:02:02
Message: <pan.2004.10.28.20.01.08.660412@spammers.allowed>
On Thu, 28 Oct 2004 18:26:46 +0200, Maurice wrote:

> JS wrote:
>> This is a planet generator macro which I wrote for fun, using patterned
>> textures. I don't know if the picture will actually make it through,
>> since I use the newsreader Pan, which doesn't have any native binary
>> posting capabilities (anyone know any good binary-posting newsreader for
>> Linux ?), but I'll attach the macro before it - it's only a few seconds
>> render with atmoshpere disabled.
>> 
>> No doubt there's plenty to improve here, but this was my first serious
>> try with making my own texture (or a macro, for that matter)...
>> 
>> 
> I get no output. What settings did you use to call the macro with?

I've attached my test file. It can be used to generate a nice animation,
too :). Or at least the frames of the animation; I've yet to find any
program which could make a series of png images into a video.

*** BEGIN planet.pov ***

global_settings { assumed_gamma 2.2 }

#include "planet.inc"
#include "transforms.inc"

 #local CamPos = <-8,5,0>;

#local sunvector = <0,4,-10>;

camera {
  location CamPos
  look_at <0,0,0>
}


// The Sun
light_source {
  sunvector
  color rgb <3,3,3>
  parallel
  point_at <0,0,0>
}

// Our glorious planet.
object {
  #local trans = transform { rotate 360 * clock * y }
  planet(4, 0, 1, 1, vinv_transform(sunvector, trans)) transform { trans }
}

*** END planet.pov ***


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From: Stephen McAvoy
Subject: Re: A planet generator
Date: 28 Oct 2004 16:14:22
Message: <mok2o05lnn41m8la9kisl0bkr3f5i8t5o7@4ax.com>
On Thu, 28 Oct 2004 23:01:09 +0300, JS <no### [at] spammersallowed> wrote:

>I've yet to find any
>program which could make a series of png images into a video.

TMPGEnc is good.
http://www.pegasys-inc.com/

To use png files get vfpng.vfp


Regards
        Stephen


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