POV-Ray : Newsgroups : povray.binaries.images : playing with planet Server Time
31 Oct 2024 22:22:00 EDT (-0400)
  playing with planet (Message 1 to 10 of 18)  
Goto Latest 10 Messages Next 8 Messages >>>
From: eticre
Subject: playing with planet
Date: 2 Dec 2014 17:40:01
Message: <web.547e398df5d7c4d55a1f77fa0@news.povray.org>
hallo everybody
I am absolutely newbie with povray, this is what I have realized in the last
4billions years of life.

I have post in scene-file the code


Post a reply to this message


Attachments:
Download 'planet-norm-atmo.png' (1213 KB)

Preview of image 'planet-norm-atmo.png'
planet-norm-atmo.png


 

From: Paolo Gibellini
Subject: Re: playing with planet
Date: 3 Dec 2014 05:19:29
Message: <547ee3b1$1@news.povray.org>
eticre wrote on 02/12/2014 23.39:
> hallo everybody
> I am absolutely newbie with povray, this is what I have realized in the last
> 4billions years of life.
>
> I have post in scene-file the code
>
>
>
Well... a very long render, but a nice place to live, indeed ;-)

Paolo


Post a reply to this message

From: FractRacer
Subject: Re: playing with planet
Date: 3 Dec 2014 06:47:18
Message: <547ef846@news.povray.org>

> hallo everybody
> I am absolutely newbie with povray, this is what I have realized in the last
> 4billions years of life.
>
> I have post in scene-file the code
>
>
>

Really newbie with povray? Good job! I notice some //*PMRawBegin 
//*PMRawEnd comments in your code, and your textures are awesome (even 
for a non-newbie), are they made by hand or with a software?

-- 
Lionel
<b>Do not judge my words, judge my actions.</b>

---

http://www.avast.com


Post a reply to this message

From: Thomas de Groot
Subject: Re: playing with planet
Date: 3 Dec 2014 07:24:25
Message: <547f00f9@news.povray.org>
On 2-12-2014 23:39, eticre wrote:
> hallo everybody
> I am absolutely newbie with povray, this is what I have realized in the last
> 4billions years of life.
>
> I have post in scene-file the code
>
>
>
Excellent work! I can hardly name you a newbie, even less an /absolute/ 
newbie. Your textures are very well made.

Interestingly, I have been working for some time now (less than 4 
billion years) on exactly the same thing but with some differences. My 
latitudinal approach is similar to yours; however, I am using 
height_fields for the topography and the texture is thus also altitude 
dependent. I attach an example of the state of the art.
For the background I have used Chris Colefax's galaxy macros, which are 
in need of some upgrade ;-) 
http://reocities.com/SiliconValley/lakes/1434/galaxy.html

For the height_fields I use a little application called PlanetGenesis 
http://planetgenesis.sourceforge.net/ and the clouds come from the Nasa 
http://visibleearth.nasa.gov/view_cat.php?categoryID=1484&p=3

Thomas


Post a reply to this message


Attachments:
Download 'planetgenesis.png' (320 KB)

Preview of image 'planetgenesis.png'
planetgenesis.png


 

From: eticre
Subject: Re: playing with planet
Date: 3 Dec 2014 14:35:00
Message: <web.547f6480baef4c9b9295070a0@news.povray.org>
Paolo Gibellini <p.g### [at] gmailcom> wrote:
> eticre wrote on 02/12/2014 23.39:
> > hallo everybody
> > I am absolutely newbie with povray, this is what I have realized in the last
> > 4billions years of life.
> >
> > I have post in scene-file the code
> >
> >
> >
> Well... a very long render, but a nice place to live, indeed ;-)
>
> Paolo

Hi Paolo
Italia?

I live near Varese.


Post a reply to this message

From: eticre
Subject: Re: playing with planet
Date: 3 Dec 2014 14:50:01
Message: <web.547f68cfbaef4c9b9295070a0@news.povray.org>
FractRacer <lg.### [at] gmailcom> wrote:

> > hallo everybody
> > I am absolutely newbie with povray, this is what I have realized in the last
> > 4billions years of life.
> >
> > I have post in scene-file the code
> >
> >
> >
>
> Really newbie with povray? Good job! I notice some //*PMRawBegin
> //*PMRawEnd comments in your code, and your textures are awesome (even
> for a non-newbie), are they made by hand or with a software?
>
> --
> Lionel
> <b>Do not judge my words, judge my actions.</b>
>
> ---

 active.
> http://www.avast

During my billions years of lonely wanderings
I came across this SOS signal

https://forum.kde.org/viewtopic.php?f=19&t=90952&hilit=kpovmodeler

I have spent many hours for reactivate this great piece of software abandoned by
kde devels, the result is not perfect but work nicely and allows everyone to use
povray.


Post a reply to this message

From: eticre
Subject: Re: playing with planet
Date: 3 Dec 2014 17:45:00
Message: <web.547f89e2baef4c9b5a1f77fa0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 2-12-2014 23:39, eticre wrote:
> > hallo everybody
> > I am absolutely newbie with povray, this is what I have realized in the last
> > 4billions years of life.
> >
> > I have post in scene-file the code
> >
> >
> >
> Excellent work! I can hardly name you a newbie, even less an /absolute/
> newbie. Your textures are very well made.
>
> Interestingly, I have been working for some time now (less than 4
> billion years) on exactly the same thing but with some differences. My
> latitudinal approach is similar to yours; however, I am using
> height_fields for the topography and the texture is thus also altitude
> dependent. I attach an example of the state of the art.
> For the background I have used Chris Colefax's galaxy macros, which are
> in need of some upgrade ;-)
> http://reocities.com/SiliconValley/lakes/1434/galaxy.html
>
> For the height_fields I use a little application called PlanetGenesis
> http://planetgenesis.sourceforge.net/ and the clouds come from the Nasa
> http://visibleearth.nasa.gov/view_cat.php?categoryID=1484&p=3
>
> Thomas

Thanks!
now I relax for 2000 or 3000 years, clouds and stars are my greatest difficulty.
I'm also looking for an approach via isosurface instead of normal using ridged
multifractal for terrain elevation, this is my best result

//*PMRawBegin
#version 3.7;
#include "functions.inc"
//*PMRawEnd

global_settings {
   adc_bailout 0.0039216
   assumed_gamma 1
   max_trace_level 5
   noise_generator 2
}

light_source {<0.135746, 7.68125, -8.30554>, rgb<1, 1, 1>}

camera {
   perspective
   location <-0.068982, 3.5117, -14.336>
   sky <0, 1, 0>
   direction <0, 0, 1>
   right <1.7777, 0, 0>
   up <0, 1, 0>
   look_at <-0.10105, 1.7848, 0.094281>
}
#declare Dec_bump = pigment{bumps}
#declare F_bump = function{pigment {Dec_bump}}

#declare Dec_terrain_l = isosurface {
function { y - F_bump(x,y,z).gray/2 - (F_bump(x,y,z).gray * (f_ridged_mf(x,0,z,
0.2 , 5 , 7 , 1.6 , 0.1 , 2)*0.55) * 0.5) }
contained_by { box { <-15, 0, -15>, <15, 3, 15> } }
threshold 0.1
accuracy 0.0001
max_gradient 10
all_intersections
pigment {color rgb<0.745098, 0.745098, 0.745098>}
hollow false
}
object {Dec_terrain_l}


Post a reply to this message


Attachments:
Download 'ridge-mf.png' (219 KB)

Preview of image 'ridge-mf.png'
ridge-mf.png


 

From: Thomas de Groot
Subject: Re: playing with planet
Date: 4 Dec 2014 03:09:55
Message: <548016d3$1@news.povray.org>
On 3-12-2014 23:40, eticre wrote:
> Thanks!
> now I relax for 2000 or 3000 years, clouds and stars are my greatest difficulty.
> I'm also looking for an approach via isosurface instead of normal using ridged
> multifractal for terrain elevation, this is my best result

Isosurfaces is an excellent alternative to height_fields indeed although 
slower to render. I have not yet tried it for planets as I first wanted 
the textures to be right, but ridged multifractals at the core would be 
essential. I did a lot of experimentations with isosurface landscapes in 
the past and would need to reactivate my memory (and my documentation) a 
bit :-)

Thomas


Post a reply to this message

From: Jörg 'Yadgar' Bleimann
Subject: Re: playing with planet
Date: 4 Dec 2014 03:54:13
Message: <54802135@news.povray.org>
Hi(gh)!

On 04.12.2014 09:09, Thomas de Groot wrote:
> On 3-12-2014 23:40, eticre wrote:
>> Thanks!
>> now I relax for 2000 or 3000 years, clouds and stars are my greatest
>> difficulty.
>> I'm also looking for an approach via isosurface instead of normal
>> using ridged
>> multifractal for terrain elevation, this is my best result
>
> Isosurfaces is an excellent alternative to height_fields indeed although
> slower to render. I have not yet tried it for planets as I first wanted
> the textures to be right, but ridged multifractals at the core would be
> essential. I did a lot of experimentations with isosurface landscapes in
> the past and would need to reactivate my memory (and my documentation) a
> bit :-)

Back in 2010 (as some around here might remember) I rendered a whole 
planet ("Ghurghusht"), technically a somewhat Earth-like moon of a gas 
giant ("Qais") based on a combination of various isosurface patterns, at 
a resolution high enough to get semi-realistic landscapes even from the 
viewpoint of a pedestrian standing on the surface, and using Bruno 
Cabasson's atmosphere tool. Some views attached here:

1. an entire hemisphere of Ghurghusht

2. a "pedestrian view" of Rathjens Lacus on Ghurghusht

3. a "pedestrian view" of Centlivres Lacus on Ghurghusht

4. a "pedestrian view" of Schmidt Lacus with Sitara Insula (planned 
location of Kandabul City)

5. an overflight view of a region at Ghurghusht's equator from about 35 
kms height

6. a global physical map of Ghurghusht

7. a physical map of Schmidt Lacus region

and, finally, a link to an animation showing an entire day at Schmidt 
Lacus: https://www.youtube.com/watch?v=qyN0zwTW0xU

See you in Khyberspace!

Yadgar


Post a reply to this message


Attachments:
Download '2010-05-05 ghurghusht, global view centered on substellar point, take 5 (thickness 100, density 0.15, rayleigh factor 0.' (110 KB) Download '2010-05-05 ghurghusht, rathjens lacus from 1.7 metres, looking east, take 6 (thickness 150, density 0.15, rayleigh facto' (46 KB) Download '2010-05-05 ghurghusht, centlivres lacus from 1.7 metres, looking north, take 5.jpg' (55 KB) Download '2010-05-15 ghurghusht, achakzai peninsula and sitara insula from 1.7 m, take 1.jpg' (37 KB) Download '2010-05-23 ghurghusht, start point for ghurghust equatorial flight from 35,000 metres, looking east, take 1.jpg' (59 KB) Download '2010-04-01 cylindrical map of ghurghusht, 5 pixels per degree, labelled.png' (1029 KB) Download '2010-05-15 ghurghusht, context map of schmidt lacus, 450 pixels per degree, take 2, labelled.png' (178 KB)

Preview of image '2010-05-05 ghurghusht, global view centered on substellar point, take 5 (thickness 100, density 0.15, rayleigh factor 0.'
2010-05-05 ghurghusht, global view centered on substellar point, take 5 (thickness 100, density 0.15, rayleigh factor 0.

Preview of image '2010-05-05 ghurghusht, rathjens lacus from 1.7 metres, looking east, take 6 (thickness 150, density 0.15, rayleigh facto'
2010-05-05 ghurghusht, rathjens lacus from 1.7 metres, looking east, take 6 (thickness 150, density 0.15, rayleigh facto

Preview of image '2010-05-05 ghurghusht, centlivres lacus from 1.7 metres, looking north, take 5.jpg'
2010-05-05 ghurghusht, centlivres lacus from 1.7 metres, looking north, take 5.jpg

Preview of image '2010-05-15 ghurghusht, achakzai peninsula and sitara insula from 1.7 m, take 1.jpg'
2010-05-15 ghurghusht, achakzai peninsula and sitara insula from 1.7 m, take 1.jpg

Preview of image '2010-05-23 ghurghusht, start point for ghurghust equatorial flight from 35,000 metres, looking east, take 1.jpg'
2010-05-23 ghurghusht, start point for ghurghust equatorial flight from 35,000 metres, looking east, take 1.jpg

Preview of image '2010-04-01 cylindrical map of ghurghusht, 5 pixels per degree, labelled.png'
2010-04-01 cylindrical map of ghurghusht, 5 pixels per degree, labelled.png

Preview of image '2010-05-15 ghurghusht, context map of schmidt lacus, 450 pixels per degree, take 2, labelled.png'
2010-05-15 ghurghusht, context map of schmidt lacus, 450 pixels per degree, take 2, labelled.png


 

From: Thomas de Groot
Subject: Re: playing with planet
Date: 4 Dec 2014 04:09:33
Message: <548024cd@news.povray.org>
Yes indeed!

Thomas


Post a reply to this message

Goto Latest 10 Messages Next 8 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.