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8 Nov 2024 14:30:16 EST (-0500)
  Aurora Land mass test (Message 1 to 7 of 7)  
From: Becraft, Robert
Subject: Aurora Land mass test
Date: 13 Apr 2012 14:25:03
Message: <web.4f886e6a7366f660f158abba0@news.povray.org>
Testing things I'll need to build land masses for the Aurora world where the
Singularity travels about.

This is a 1km x 1km chunk.  I added a monastery object I had to show scale.

I really need some kick-a** textures for the stone blob base.... anyone have
something that would work better than the granite gray?  I'm looking for
something that gives it the impression that it is a chunk of the earth sliced
out and floating about.


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landtest1.jpg


 

From: Le Forgeron
Subject: Re: Aurora Land mass test
Date: 13 Apr 2012 17:41:54
Message: <4f889da2$1@news.povray.org>
Le 13/04/2012 20:20, Becraft, Robert nous fit lire :
> I really need some kick-a** textures for the stone blob base.... anyone have
> something that would work better than the granite gray?  I'm looking for
> something that gives it the impression that it is a chunk of the earth sliced
> out and floating about.

Desert valley like texturing. (horizontal/perturbed bands of
orange/red/...dark)


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From: Norbert Kern
Subject: Re: Aurora Land mass test
Date: 14 Apr 2012 02:35:01
Message: <web.4f891a42feffd0c11b310e2f0@news.povray.org>
"Becraft, Robert" <cas### [at] aolcom> wrote:

> I really need some kick-a** textures for the stone blob base.... anyone have
> something that would work better than the granite gray?  I'm looking for
> something that gives it the impression that it is a chunk of the earth sliced
> out and floating about.


Hi Robert,

look at the old LOTW2 project pages of Christoph Hormann
(http://www.imagico.de/lotw2/history.php).
Here you can find tons of nice procedural textures - but you have to extract the
texture definitions from the files and includes...


Norbert Kern


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From: Thomas de Groot
Subject: Re: Aurora Land mass test
Date: 14 Apr 2012 02:53:49
Message: <4f891efd$1@news.povray.org>
On 13-4-2012 20:20, Becraft, Robert wrote:
> Testing things I'll need to build land masses for the Aurora world where the
> Singularity travels about.
>
> This is a 1km x 1km chunk.  I added a monastery object I had to show scale.
>
> I really need some kick-a** textures for the stone blob base.... anyone have
> something that would work better than the granite gray?  I'm looking for
> something that gives it the impression that it is a chunk of the earth sliced
> out and floating about.

A banded texture - slightly inclined - like suggested by Le_Forgeron, 
maybe with a vertical gradient too (darker below, lighter top; although 
the opposite would probably work well too...)


Thomas


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From: Thomas de Groot
Subject: Re: Aurora Land mass test
Date: 16 Apr 2012 04:09:11
Message: <4f8bd3a7@news.povray.org>
On 14-4-2012 8:33, Norbert Kern wrote:
> look at the old LOTW2 project pages of Christoph Hormann
> (http://www.imagico.de/lotw2/history.php).
> Here you can find tons of nice procedural textures - but you have to extract the
> texture definitions from the files and includes...
>

Nice to play again with those landscapes. They stimulate ideas for 
future scenes.

I have "improved" the sky/Sun code for the LOTW scenes (see image 
below). The following code can be used for all of them I suppose, just 
copy and past the relevant section in the LOTW scene files. You need the 
CIE.inc file though, which can be found here: 
http://www.ignorancia.org/en/index.php?page=Lightsys

//start code
// --- part written by skies.inc ---

// ----------------------------------------
//  >>>> skysphere sky <<<<
// ----------------------------------------

#include "CIE.inc"
#declare SunColor = Blackbody(2800)*1;  //2800=red; 7500=white blue

#declare Azm = 20;
#declare Alt = 5;

#declare fn_horizon=function { max(z, 0) }

#declare fn_sun=
   function {
     pattern {
       spherical
       scale 3
       translate y
       rotate x*Alt
       rotate z*Azm
     }
   }

sky_sphere {
   pigment {
     function { pow(fn_horizon(x,y,z)*(1-fn_sun(x,y,z)), 0.400) }
     color_map {
       [0.000 color SunColor]
       [0.426 color rgb <0.200, 0.300, 0.800>]
     }
   }
}



// --- part written by lighting.inc ---

light_source {
  <0,0,0>
  color SunColor
  translate 10e5*y
  rotate x*Alt
  rotate z*Azm
}

sphere {
   0, 1
   hollow on
   no_shadow
   pigment { rgbt 1 }
   interior {
     media {
       emission SunColor/1000
       density {
         spherical
         poly_wave 4
         density_map {
           [0.0 rgb 0]
           [0.5 color rgb <0.3, 0.3, 0.3>]
           [1.0 color rgb <1, 1, 1>]
         }
       }
       samples 100 confidence .1
     }
   }
   scale 24000
   translate 10e5*y
   rotate x*Alt
   rotate z*Azm
}

//end code

Enjoy!

Thomas


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Attachments:
Download 'lotw 34_18_var.png' (483 KB)

Preview of image 'lotw 34_18_var.png'
lotw 34_18_var.png


 

From: Becraft, Robert
Subject: Re: Aurora Land mass test
Date: 17 Apr 2012 15:10:01
Message: <web.4f8dbff5feffd0c1f550c1b0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 14-4-2012 8:33, Norbert Kern wrote:
> > look at the old LOTW2 project pages of Christoph Hormann
> > (http://www.imagico.de/lotw2/history.php).
> > Here you can find tons of nice procedural textures - but you have to extract the
> > texture definitions from the files and includes...
> >
>
> Nice to play again with those landscapes. They stimulate ideas for
> future scenes.
>
> I have "improved" the sky/Sun code for the LOTW scenes (see image
> below). The following code can be used for all of them I suppose, just
> copy and past the relevant section in the LOTW scene files. You need the
> CIE.inc file though, which can be found here:
> http://www.ignorancia.org/en/index.php?page=Lightsys
>
> //start code
> // --- part written by skies.inc ---
>
> // ----------------------------------------
> //  >>>> skysphere sky <<<<
> // ----------------------------------------
>
> #include "CIE.inc"
> #declare SunColor = Blackbody(2800)*1;  //2800=red; 7500=white blue
>
> #declare Azm = 20;
> #declare Alt = 5;
>
> #declare fn_horizon=function { max(z, 0) }
>
> #declare fn_sun=
>    function {
>      pattern {
>        spherical
>        scale 3
>        translate y
>        rotate x*Alt
>        rotate z*Azm
>      }
>    }
>
> sky_sphere {
>    pigment {
>      function { pow(fn_horizon(x,y,z)*(1-fn_sun(x,y,z)), 0.400) }
>      color_map {
>        [0.000 color SunColor]
>        [0.426 color rgb <0.200, 0.300, 0.800>]
>      }
>    }
> }
>
>
>
> // --- part written by lighting.inc ---
>
> light_source {
>   <0,0,0>
>   color SunColor
>   translate 10e5*y
>   rotate x*Alt
>   rotate z*Azm
> }
>
> sphere {
>    0, 1
>    hollow on
>    no_shadow
>    pigment { rgbt 1 }
>    interior {
>      media {
>        emission SunColor/1000
>        density {
>          spherical
>          poly_wave 4
>          density_map {
>            [0.0 rgb 0]
>            [0.5 color rgb <0.3, 0.3, 0.3>]
>            [1.0 color rgb <1, 1, 1>]
>          }
>        }
>        samples 100 confidence .1
>      }
>    }
>    scale 24000
>    translate 10e5*y
>    rotate x*Alt
>    rotate z*Azm
> }
>
> //end code
>
> Enjoy!
>
> Thomas

I tried this Thomas... the scenes come out very grainy and dim.  Even moving the
Alt and Azm around, I couldn't get anything very good out of the render.

The other link to Christoph's textures and such gave me a texture I used here...


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Attachments:
Download 'landtesta1.jpg' (204 KB)

Preview of image 'landtesta1.jpg'
landtesta1.jpg


 

From: Thomas de Groot
Subject: Re: Aurora Land mass test
Date: 18 Apr 2012 03:23:57
Message: <4f8e6c0d$1@news.povray.org>
On 17-4-2012 21:09, Becraft, Robert wrote:
>
> I tried this Thomas... the scenes come out very grainy and dim.  Even moving the
> Alt and Azm around, I couldn't get anything very good out of the render.
>
> The other link to Christoph's textures and such gave me a texture I used here...
>
>

I did not tell but should have mentioned: The code is for the LOTW 
scenes which are oriented with the z-axis *up*!! So this code works for 
those scenes but for the conventional left-handed POV-Ray scenes, you 
have to switch "z" and "y". Also note that in order to keep the Sun 
above the horizon you can either translate the Sun first in the +z 
direction and use Alt as a negative multiplicator to x, or translate 
towards -z and use Alt as a positive multiplicator to x. The reason why 
I have chosen for a negative Alt here is because I also use SunPos.inc 
which translates the Sun towards +z. Here is the relevant code for 
left-handed scenes:

//start code
#declare fn_horizon=function { max(y, 0) }

#declare fn_sun=
   function {
     pattern {
       spherical
       scale 3
       translate z
       rotate -Alt*x
       rotate Azm*y
     }
   }

light_source {
  <0,0,0>
  color SunColor
  translate 10e5*z
  rotate -Alt*x
  rotate Azm*y
}

sphere {
   0, 1
   hollow on
   no_shadow
   pigment { rgbt 1 }
   interior {
     media {
       emission SunColor/1000
       density {
         spherical
         poly_wave 4
         density_map {
           [0.0 rgb 0]
           [0.5 color rgb <0.3, 0.3, 0.3>]
           [1.0 color rgb <1, 1, 1>]
         }
       }
       samples 100 confidence .1
     }
   }
   scale 24000
   translate 10e5*z
   rotate -Alt*x
   rotate Azm*y
}

//end code

Hope this helps

Thomas


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