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UPDATE
See the three attached images.
The first image shows, how the scene is right now.
The second (photoshopped) image shows, how I want it.
The third image shows the horizon features (not colors) I want.
The ground fog should not reach so high. It should reach up to short
above the clouds (Y=1.0) only and then be faded away at height Y=2.0.
Also, the clouds seem to have a brighter edge at the horizon. Thus I
wonder, if a media item can take that away and create an "atmospheric
layer" as seen on image 3 in pink (between the blue sky and the lilac
clouds).
See below the current scene code. Please feel free to make changes, to
demonstrate to me how to get those features. Big thanks.
--------------
#version 3.7;
global_settings
{
assumed_gamma 1.0
}
#default
{
finish { ambient 0.0 diffuse 0.0 }
}
//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
//------------------------------------------------------------------------
camera
{
/*ultra_wide_angle*/ angle 20
location < -35.0 , 11.0 ,-00.0 >
right x*image_width/image_height
look_at < 0.0 , 5.0 , 0.0 >
}
// sun -------------------------------------------------------------------
light_source { < 250, 100, -250 > color < 1.0, 0.62353, 0.46667 > *7 }
// sky
-------------------------------------------------------------------
sky_sphere
{
pigment
{
gradient < 0, 1, 0 >
color_map
{
[ 0.0 color rgb < 1.00000, 0.62353, 0.46667 > ] // Pink
[ 0.4 color rgb < 0.64706, 0.30588, 0.59608 > ] // Purple
[ 0.6 color rgb < 0.64706, 0.30588, 0.59608 > ] // Purple
[ 1.0 color rgb < 1.00000, 0.62353, 0.46667 > ] // Pink
}
scale 2
}
}
//------------------------------------------------------------------------
// ground -----------------------------------------------------------------
//---------------------------------<<< settings of squared plane dimensions
plane
{
< 0, 1, 0 >, 0
texture { pigment { color rgb < 0.24706, 0.38431, 0.058824 > *1.0 }
finish { ambient 0.0 diffuse 0.0 } }
rotate< 0, 0, 0 >
}
//------------------------------------------------ end of squared plane XZ
//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
cylinder
{
< 0.0, -0.5, 0.0 > < 0.0, 1.0, 0.0 > 10.0
pigment{ rgbt < 0.20784, 0.19216, 0.25098, 1.0 > }
hollow
interior
{
media
{
emission < 0.9, 0.9, 1.0 > *0.15
absorption < 0.0, 0.0, 0.5 >
scattering
{
3, < 1.0, 1.0, 1.0 >
extinction 2.0
}
density
{
gradient < 1.0, 0.25, 0.5 > // controls the cloud formation
turbulence 0.5
frequency 5
color_map
{
[ 0.0 rgb 0.0 ]//border
[ 0.5 rgb 0.1 ]
[ 1.0 rgb 1.0 ]//center
} // end color_map
} // end of density
} // end of media ----
} // end of interior
translate < 0.0, 1.0, 0.0 >
scale < 5.0, 1.5, 5.0 >
}
fog
{
fog_type 2
distance 3
color rgb < 0.20784, 0.192160, 0.2509800 > *0.8 // Purple
color rgb < 0.7451, 0.50196, 0.42745 > *0.8 // Pink
fog_offset 0.1
fog_alt 1.25
turbulence 1.8
}
/*
fog
{
fog_type 1
distance 7.0
color rgb < 0.43529, 0.39216, 0.52549 > *0.8 // Pink
fog_offset 6.0
fog_alt 8.0
}
cylinder
{
< 0.0, 0.0, 0.0 > < 0.0, 8.0, 0.0 > 0.25
texture { T01 }
texture { T_Copper_1A }
}
sphere
{
< 0.0, 8.0, 0.0 > 0.25
texture { T01 }
texture { T_Copper_1A }
}
*/
// Planet
sphere
{
< 80.0, -2.0, 13.0 > 7.0
texture { T01 }
}
difference
{
cylinder { < 0.0, -0.00001, 0.0 > < 0.0, 0.00001, 0.0 > 13.0 }
cylinder { < 0.0, -0.00002, 0.0 > < 0.0, 0.00002, 0.0 > 10.0 }
texture { T01 }
finish { ambient 0.85 }
rotate < 20.0, 0.0, 4.0 >
translate < 80.0, -2.0, 13.0 >
}
---
http://www.avg.com
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Attachments:
Download 'sl - cloud cities.jpg' (187 KB)
Download 'sl - cloud cities 2.jpg' (84 KB)
Download 'cloud city.jpg' (50 KB)
Preview of image 'sl - cloud cities.jpg'
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Preview of image 'sl - cloud cities 2.jpg'

Preview of image 'cloud city.jpg'
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