POV-Ray : Newsgroups : povray.binaries.images : Re: Cloud Surface Server Time
10 Jun 2024 20:52:33 EDT (-0400)
  Re: Cloud Surface (Message 31 to 40 of 109)  
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From: And
Subject: Re: Cloud Surface
Date: 26 Nov 2017 06:45:00
Message: <web.5a1aa9029a2a53c1dc963d550@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> Thank you, all these images are interesting. Especially
> "interior_3f_scene 7_5 sss6 20m42s.png" looks like what I want.
>
> Can you provide the source code for it? That would allow me to make some
> test renders, to check out some more attributes of these clouds. Thank you.
>
>
> ---

> http://www.avg.com

..     alright:
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.5a1aa6b6d28a8fb9dc963d550%40news.povray.org%3E/


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From: And
Subject: Re: Cloud Surface
Date: 26 Nov 2017 06:50:00
Message: <web.5a1aa98b9a2a53c1dc963d550@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > subsurface material cloud:
>
> Wow - that's not a cloud - that's a beautiful piece of snow/ice!
>
> Thanks for posting that - it look great!  :)

Thank you


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From: Thomas de Groot
Subject: Re: Cloud Surface
Date: 26 Nov 2017 07:13:47
Message: <5a1aaffb@news.povray.org>
OK. This is an update of your scene. Note the following:

- do not set default diffuse to 0 as your colour will come out black if 
you do not use radiosity. This happened to your ground plane for 
instance and forced you probably to use ambient for your planet. Set to 1;

- never use ambient! always prefer radiosity;

- discard the fogs and use media instead;

- I shall come back later for the cloud media where things can be 
improved. In particular be careful with non-uniform scaling of the media 
container as this changes the colour/aspect of the media.


Here is the corrected scene:

//-------------------------------------------------------------
#version 3.7;

global_settings {
   assumed_gamma 1.0
}

#default {
  finish { ambient 0.0 diffuse 1.0 }
}

//-----------------------------------------------------------------
#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 , 0.0 >
   right     x*image_width/image_height
   look_at   < 0.0 , 5.0 , 0.0 >
}

// sun -------------------------------------------------------------------
light_source {
   < 50, 100, -250 >*10e4
   color < 1.0,  0.62353,  0.46667 >*2
}

// sky -------------------------------------------------------------------
background { color rgb 0 }
/*
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 -----------------------------------------------------------------
disc {
  < 0, 1, 0 >, 0, 50
  texture { pigment { color rgb < 0.24706,  0.38431,  0.058824 > *1.0 }
  finish {diffuse 1.0 } }
  rotate< 0, 0, 0 >
}

//-----------------------------------------------------------------
//---------------------------- objects in scene -------------------
//cloud layer:
cylinder {
   < 0.0, -0.5, 0.0 > < 0.0, 1.0, 0.0 > 10.0
   pigment{ rgbt 1 }
   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 >
}

//-------------------------------------------------------------
//atmosphere:
#local Scale = 5;

sphere {
   <0.0, 0.0, 0.0 >, 10.0
   pigment {rgbt 1}
   hollow
   interior {
     media {
       scattering {1, <1, 1, 1,>*0.3/Scale extinction 1}
       density {
         gradient y
         color_map {
           [0.00 rgb 1.00] //base ground fog
           [0.07 rgb 0.80] //top ground fog
           [0.08 rgb 0.02] //base atmospheric haze
           [1.00 rgb 0.01] //top atmospheric haze
         }
         scale Scale*2*y
       }
     }
   }
   scale Scale
}

//-------------------------------------------------------------
//artefact:
union {
   cylinder {< 0.0, 0.0, 0.0 > < 0.0, 8.0, 0.0 > 0.25}
   sphere {< 0.0, 8.0, 0.0 > 0.25}
   texture { T01 }
   texture { T_Copper_1A }
}

//-------------------------------------------------------------
// Planet:
union {
   sphere {
     <0.0, 0.0, 0.0> 7.0
   }
   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 }
     rotate < 20.0, 0.0, 4.0 >
   }
   texture {pigment {White}}
   translate <80.0, -2.0, 13.0>
}

//-------------------------------------------------------------


-- 
Thomas


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Attachments:
Download 'sven_cloud surface_test.png' (339 KB)

Preview of image 'sven_cloud surface_test.png'
sven_cloud surface_test.png


 

From: Thomas de Groot
Subject: Re: Cloud Surface
Date: 26 Nov 2017 08:02:35
Message: <5a1abb6b$1@news.povray.org>
You might be interested to also try out the following cloud surface 
media (replace with the one in the scene):

#local Scale = 5;

cylinder {
   < 0.0, 0.0, 0.0 > < 0.0, 0.45, 0.0 > 10.0
   pigment {rgbt 1}
   hollow
   interior {
     media {
       samples 20
       emission <1.0, 1.0, 1.0>*0.1
       absorption <1.0, 1.0, 1.0>*1
       scattering {1, <1, 1, 1>*1/Scale extinction 1.0 }
       density {
         ripples   // controls the cloud formation
         frequency 3
         color_map {
           [0.5 rgb 0.02]
           [0.5 rgb 1.00]
         }
         scale <3, 1, 10>*1
         warp {turbulence <2.5, 1.0, 1.6>}
       }
     }
   }
   scale Scale
   translate <0, 1, 0>
}


-- 
Thomas


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From: Alain
Subject: Re: Cloud Surface
Date: 26 Nov 2017 11:14:12
Message: <5a1ae854$1@news.povray.org>

> On 25.11.2017 06:35, clipka wrote:
>> Those defaults are still valid for the newer versions with all the fancy
>> media fixes (late v3.7.1 development versions and v3.8).
> 
> 
> Can version 3.8 be downloaded already, even as beta?
> 
> ---

> http://www.avg.com
> 

Yes, from github


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From: Alain
Subject: Re: Cloud Surface
Date: 26 Nov 2017 11:28:47
Message: <5a1aebbf$1@news.povray.org>

> 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.

First : Remove all fogs.
Next : Also remove that emissive media.
Those two are hiding the shadow.

Try the following :

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
   {
    absorption < 0.0, 0.0, 0.5 >
//Also try without the above
    scattering
    {
     3, < 1.0, 1.0, 1.0 >
     extinction  1.0
    }
    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 <0.2, 0.2, 0.25> ]
      [ 1.0 rgb <2, 2, 3> ]//center
//This makes the media blueish.
//You are not limited to the 0..1 range.
     } // 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 >
}



cylinder
{
  < 0.0, 0.0, 0.0 > < 0.0, 8.0, 0.0 > 0.25
  texture { T01 }
  texture { T_Copper_1A }
}

The reason you need to remove the emissive media : Emissive media goal 
is to simulate GLOWING gaz that actually emit light by itself, like a 
flame or some plasma.
Clouds only scatter light, they don't emit any.


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From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 26 Nov 2017 19:33:47
Message: <5a1b5d6b$1@news.povray.org>
On 26.11.2017 11:15, Alain wrote:
> Yes, from github


Thanks.

---

http://www.avg.com


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From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 26 Nov 2017 19:40:02
Message: <5a1b5ee2@news.povray.org>
UPDATE

I tried out the And-clouds. Their shape is nice, but the tower does not
fade into them but they have hard edges. I wonder, if if they can be
filled with a media that accumulates only by increased density, meaning
that the cloud edges are fading. And it takes longer to render.

I also replaced my fogs with those I found inside a POV-Ray tutorial
file. They give me the thin fog line between clouds and sky. But the fog
is not yet the way I want it, it does not yet hide the distant clouds. I
want that the fog hides the edge of the cloud area. I am just not good
in using fogs and media and isosurfaces. Over all the past 25 years, I
only worked with regular shapes and differences.

I would like o replace the fog with a media, if that can do what I want.

----------------------------------

#version 3.7;

#declare MyRadiosity = on;

global_settings
{
 max_trace_level 3
 assumed_gamma 1.0
 adc_bailout 0.007
 mm_per_unit 1000 //important for subsurface
 #if(MyRadiosity)
  radiosity
  {
   pretrace_start 64/image_width
   pretrace_end   4/image_width
   count 60
   nearest_count 6
   error_bound 0.64
   recursion_limit 8
   low_error_factor 0.5
   gray_threshold 0.0
   brightness 1
  }
 #end
 subsurface
 {
  samples 8, 8
  radiosity off
 }
}

#default
{
 finish { ambient 0.0 diffuse 0.0 }
}

//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "functions.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 > *3.0 }

// 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 < 1.00000,  0.62353,  0.46667 > ] // Purple <
0.64706,  0.30588,  0.59608 >
   [ 0.6 color rgb < 1.00000,  0.62353,  0.46667 > ] // Purple
   [ 1.0 color rgb < 1.00000,  0.62353,  0.46667 > ] // Pink
  }
  scale 2
 }
}
*/
background { color rgb < 0.47059,  0.71373,  0.80392 > }

//------------------------------------------------------------------------


// 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 >
}
*/
//--------------------cloud----------------------

#declare f_test = function(x,y,z)
{
 //sqrt(x*x + y*y) - 0.4
 +0.36*sum(i, 0, 4, pow(abs(f_noise3d(x*pow(2, i)/0.2, y*pow(2, i)/0.2,
z*pow(2, i)/0.2)), 2.5)/pow(2.0, i) )
}

isosurface
{
 function
 {
  0.5 - f_test(x,y,z)*3*3*z*exp(-3*z) - 0.36*3*3*z*exp(-3*z)
 }
 contained_by { box { < -2.5, -2.5, 0.0 >  < 2.5, 2.5, 1.0 > } }
 threshold 0.0
 accuracy 0.001
 max_gradient 2
 //all_intersections
 //open
 material
 {
  texture
  {
   pigment { rgb < 1.0, 1.0, 1.0 > }
   finish
   {
    diffuse 1.0
    subsurface
    {
     translucency rgb<1,1,1>*6
    }
   }
  }
 }
 scale < 1.6, 1.6, 1.0 >
 rotate < -90.0, 0.0, 0.0 >
 scale < 12.0, 1.5, 12.0 >
 translate < 0.0, 1.5, 0.0 >
}

#local Scale = 5;
/*
cylinder
{
 < 0.0, 0.0, 0.0 > < 0.0, 0.45, 0.0 > 10.0
 pigment {rgbt 1}
 hollow
 interior
 {
  media
  {
   samples 20
   emission <1.0, 1.0, 1.0>*0.1
   absorption <1.0, 1.0, 1.0>*1
   scattering {1, <1, 1, 1>*1/Scale extinction 1.0 }
   density
   {
    ripples   // controls the cloud formation
    frequency 3
    color_map
    {
     [0.5 rgb 0.02]
     [0.5 rgb 1.00]
    }
    scale <3, 1, 10>*1
    warp { turbulence <2.5, 1.0, 1.6> }
   }
  }
 }
 scale Scale
 translate < 0, 1, 0 >
}
*/

/*
fog
{
 fog_type   2
 distance   300
 color rgb < 0.20784,  0.192160,  0.2509800 > *0.8 // Purple
 color rgb < 0.7451,  0.50196,  0.42745 > *0.8 // Pink
 fog_offset 1.1
 fog_alt    2.25
 turbulence 1.8
}
*/
fog
{
 distance 15
 color rgb<0.3, 0.5, 0.2>
 fog_type 2
 fog_offset 2.5
 fog_alt .1
 turbulence 0.01
 turb_depth 0.02
}
fog
{
 distance 15
 color rgb<0.5, 0.1, 0.1>
 fog_type 2
 fog_offset 1.5
 fog_alt .4
 turbulence 0.02
 turb_depth 0.02
}
fog
{
 distance 15
 color rgb<0.1, 0.1, 0.6>
 fog_type 2
 fog_offset 1.0
 fog_alt .2
}

cylinder
{
 < 0.0, 0.0, 0.0 > < 0.0, 8.0, 0.0 > 0.25
 texture { T01 }
 texture
 {
  Polished_Chrome
  //pigment{color rgb< 1, 0.6, 0> }
  //normal {bumps 0.5 scale 0.10}
  finish { phong 1 phong_size 50}
 }
 texture { T_Copper_1A }
}

sphere
{
 < 0.0, 8.0, 0.0 > 0.25
 texture { T01 }
 texture
 {
  Polished_Chrome
  //pigment{color rgb< 1, 0.6, 0> }
  //normal {bumps 0.5 scale 0.10}
  finish { phong 1 phong_size 50}
 }
 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 3.jpg' (393 KB)

Preview of image 'sl - cloud cities 3.jpg'
sl - cloud cities 3.jpg


 

From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 26 Nov 2017 19:54:22
Message: <5a1b623e@news.povray.org>
This is how it looks without scattering and emission. :-)

Both seem to be required for correct colors. But look to the lowest
posting in this thread, that is an update and I try out an isosurface there
.

My need now is, instead of fog, a media that can give me what I need.
See the 2nd attached image, it shows the different atmospheric layers I
need:
- ground fog just reaching above clouds
- orange distant layer, hiding the edges of my clouds

http://wiki.povray.org/content/Documentation:Tutorial_Section_3.6


---

http://www.avg.com


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Attachments:
Download 'sl - cloud cities - no scattering no emission.jpg' (218 KB) Download 'tutimgmultifog.png' (66 KB)

Preview of image 'sl - cloud cities - no scattering no emission.jpg'
sl - cloud cities - no scattering no emission.jpg

Preview of image 'tutimgmultifog.png'
tutimgmultifog.png


 

From: Sven Littkowski
Subject: Re: Cloud Surface
Date: 26 Nov 2017 22:40:26
Message: <5a1b892a@news.povray.org>
On 26.11.2017 06:44, And wrote:

> ..     alright:
>
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.5a1aa6b6d28a8fb9dc963d550%40news.povray.org%3E/


Thank you. I made a try with your clouds. First, I had to rotate your
cloud so it could fit to my own coordinate system, then resizing it and
making it a bit flatter with scaling down the Y axis.

The clouds look good. But there is something which I would want to
change but I do not have the knowledge how to do:

I would want to use a media, that gives a color based on density. Thick
clouds are filled with this color, but the thin edges are fading out.
Can you do that?

At the moment, with your clouds they are right now, the tower disappears
abruptly. But it should fade away into the clouds. That is why this is
necessary.


---

http://www.avg.com


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Attachments:
Download 'sl - cloud cities- andclouds.jpg' (388 KB)

Preview of image 'sl - cloud cities- andclouds.jpg'
sl - cloud cities- andclouds.jpg


 

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