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On 31/05/2011 7:15, RobF wrote:
> Hi Anthony,
>
> Since your planet is far away, you may also want to consider using the aoi
> pattern to fake an atmospheric glow. Although it doesn't give that soft/hazy
> look, it renders very fast. Here's a code snippet and an example of what it
> looks like (with the USS Enterprise, of course! :-)
you could give it a soft/hazy look, even with some atmospheric
discoloration near the terminator:
--- START CODE ---
#version 3.7;
global_settings {
assumed_gamma 1
}
#local SunLocation=<500,300,200>*1000;
camera {
location -z*3
look_at 0
}
light_source {
SunLocation
rgb <1.5,1.4,1.3>
}
// the planet itself
sphere {0,1 pigment {crackle solid scale .1} finish {ambient 0}}
//the atmosphere
#local Atmosphere=<.4,.5,.9>;
sphere {
0,1
pigment {
pigment_pattern {
slope {point_at SunLocation}
pigment_map {
[.5 rgb 1]
[1 rgb 0]
}
}
poly_wave 2
pigment_map {
[.5
pigment_pattern {
pigment_pattern {aoi color_map {[0 rgb 1][.5 rgb 0][1 rgb 1]}}
color_map {
[0 rgb 0]
[.15 rgb 1]
[.5 rgb 0]
}
}
color_map {
[0 rgb Atmosphere transmit 1]
[1 rgb .25+Atmosphere transmit .35]
}
poly_wave 2
]
[1
pigment_pattern {
pigment_pattern {aoi color_map {[0 rgb 1][.5 rgb 0][1 rgb 1]}}
color_map {
[0 rgb 0]
[.15 rgb 1]
[.5 rgb 0]
}
}
color_map {
[0 rgb 1-Atmosphere transmit 1]
[1 rgb .25+(1-Atmosphere) transmit .35]
}
poly_wave 2
]
}
}
finish {diffuse 1 ambient 0}
scale 1.02
}
--- END CODE ---
(It's the technique I used in my Babylon-video)
cu!
--
ZK
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> Nice.
>
> I am still surprised at the render time. My planets with the given *Tek
> atmosphere*, render in less than an hour....
>
> Thomas
I'm going to guess that your planets are all unit spheres, or not much bigger.
My planet has a radius of 63730 units: 1 unit = 100m, the atmosphere is 1000
units - 100 scale km - thick (density varies appropriately, 99% is below 36km,
50% is below 5.5km). I'm not terribly concerned about the render time, although
it would be impossible to animate.
As for it being flat and textureless: It isn't. The planet is a combination of
isosurfaces, one for land, one for ocean, and the water is my best water texture
yet (although I did remove the dispersion).
So, maybe it's a bit overkill, but I like it.
I appreciate all the advice, it's been very helpful.
Regards,
A.D.B.
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Am 31.05.2011 20:30, schrieb Anthony D. Baye:
> "Thomas de Groot"<tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>> Nice.
>>
>> I am still surprised at the render time. My planets with the given *Tek
>> atmosphere*, render in less than an hour....
>>
>> Thomas
>
> I'm going to guess that your planets are all unit spheres, or not much bigger.
Note that absolute scale doesn't affect render time.
> My planet has a radius of 63730 units: 1 unit = 100m, the atmosphere is 1000
> units - 100 scale km - thick (density varies appropriately, 99% is below 36km,
> 50% is below 5.5km). I'm not terribly concerned about the render time, although
> it would be impossible to animate.
With a density distribution like that, you'll probably be able to reduce
your render time by clipping the atmosphere at 36 km or even less
without any noticeable impact (except for a good deal of render speedup
:-)).
> As for it being flat and textureless: It isn't. The planet is a combination of
> isosurfaces, one for land, one for ocean, and the water is my best water texture
> yet (although I did remove the dispersion).
Uh... given the scales you are using, are you sure you need the
isosurfaces? I guess a bump map should do the job just as well.
> So, maybe it's a bit overkill, but I like it.
Heh, yeah. I know that feeling :-)
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"RobF" <nomail@nomail> wrote in message
news:web.4de47962d55febdd7ab7c0b80@news.povray.org...
> Hi Anthony,
>
> Since your planet is far away, you may also want to consider using the aoi
> pattern to fake an atmospheric glow. Although it doesn't give that
> soft/hazy
> look, it renders very fast. Here's a code snippet and an example of what
> it
> looks like (with the USS Enterprise, of course! :-)
>
> #declare p_planet_atmosphere =
> pigment {rgbt <0.5,0.5,0.5,0.5>}; // adjust transparancy component to
> change atmospheric translucency
>
> #declare p_planet_atmosphere_glow =
> pigment {rgb <0.9,0.95,1>*1.8}; // atmospheric glow
>
> #declare p_planet_atmosphere =
> pigment {
> aoi
> pigment_map {
> [0.5 p_planet_atmosphere_glow]
> [0.7 p_planet_atmosphere]
> }
> };
>
> #declare t_planet_atmosphere =
> texture {pigment {p_planet_atmosphere}
> finish {ambient 0}
> }
> union {
> sphere {0,3 texture {T_Stone22 finish {phong 0 ambient 0
> reflection 0}}
> } // planet surface
> sphere {0,3.0001 texture {t_planet_atmosphere}}
> // planet atmosphere
> }
>
> // need a bright light to make it glow
>
> ---
> Rob.
> Rob Fitzel
> www.fitzel.ca/dart
>
>
>
That background media looks amazing! Is there any chance you could share
that code snippet too? I've been struggling getting a nice looking cloud
like that.
Thanks!
Cheers Dre
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>
> That background media looks amazing! Is there any chance you could share
> that code snippet too? I've been struggling getting a nice looking cloud
> like that.
>
> Thanks!
>
> Cheers Dre
Thanks for the feedback.
I've posted a prototype of my Space Scene Generator in povray.text.scene-files
It should draw the same background as my sample image. The nebulae are built-in
stone/granite textures mapped onto a couple of concentric sphere centered on the
camera.
All the elements in that scene are controlled by random seeds. It took more than
a few tries before I got a nebula that I liked! See the comments in the scene
file to learn how to modify the random seeds. It renders very quickly, so I
usually base the main randomizer on "clock" to render dozens of completely
different random scenes.
Cheers,
Rob.
---
Rob Fitzel
www.fitzel.ca/dart
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"Anthony D. Baye" <Sha### [at] spamnomore hotmail com> wrote:
> As for it being flat and textureless: It isn't.
Well, it *looks* flat and textureless. And that's what it comes down to after
all, isn't it?
> The planet is a combination of
> isosurfaces, one for land, one for ocean, and the water is my best water texture
> yet (although I did remove the dispersion).
Isosorfaces for the planet? Seriously?
If you enjoy waiting 14+ hours for a render that *looks* like a 30 seconds
render: Go ahead! :D
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"Anthony D. Baye" <Sha### [at] spamnomore hotmail com> schreef in bericht
news:web.4de533c3d55febdd9c4fb0ad0@news.povray.org...
> As for it being flat and textureless: It isn't. The planet is a
> combination of
> isosurfaces, one for land, one for ocean, and the water is my best water
> texture
> yet (although I did remove the dispersion).
>
> So, maybe it's a bit overkill, but I like it.
>
Yes it is overkill. I would suggest using a spherical height_field (which I
use) if you really want some relief to show.
Thomas
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"Zeger Knaepen" <zeg### [at] povplace com> schreef in bericht
news:4de5104e$1@news.povray.org...
> (It's the technique I used in my Babylon-video)
Excellent code! Thanks for sharing.
Thomas
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"RobF" <nomail@nomail> schreef in bericht
news:web.4de5d4d4d55febdd7ab7c0b80@news.povray.org...
> I've posted a prototype of my Space Scene Generator in
> povray.text.scene-files
Great stuff! Competes successfully with ChrisColefax's galaxy.inc.
Keep up the work.
Thomas
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"RobF" <nomail@nomail> wrote in message
news:web.4de5d4d4d55febdd7ab7c0b80@news.povray.org...
> >
>> That background media looks amazing! Is there any chance you could share
>> that code snippet too? I've been struggling getting a nice looking cloud
>> like that.
>>
>> Thanks!
>>
>> Cheers Dre
>
> Thanks for the feedback.
> I've posted a prototype of my Space Scene Generator in
> povray.text.scene-files
>
> It should draw the same background as my sample image. The nebulae are
> built-in
> stone/granite textures mapped onto a couple of concentric sphere centered
> on the
> camera.
>
> All the elements in that scene are controlled by random seeds. It took
> more than
> a few tries before I got a nebula that I liked! See the comments in the
> scene
> file to learn how to modify the random seeds. It renders very quickly, so
> I
> usually base the main randomizer on "clock" to render dozens of completely
> different random scenes.
>
> Cheers,
>
> Rob.
> ---
> Rob Fitzel
> www.fitzel.ca/dart
>
>
>
Thats great, thanks very much!
I'll certainly be playing around with this :)
Cheers Dre
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