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On 27/11/2017 15:15, Bald Eagle wrote:
> Actually defining a COLOR based on density would require a much more complex
> coding, involving functions, and perhaps a 3-color separation scheme such as
> Stephen uses for his DF3's
That right keep it simple. ;)
But the project reminds me of an animation I made in 2009. The cloud in
this short scene is just blobs with a scattering media to hide the MoCap
feet slippage.
https://www.youtube.com/edit?o=U&video_id=djv_LIL4TXQ
Insistently Sven, you may find this video is of local interest. I was
working in Kingston when I discovered Pov-Ray. This is the first
animation I ever made. The size and quality are not good as it was made
on a laptop and converted from a flv, The rendering took a whole 24
hours and it is cyclic and should be looped. It brought back good memories.
https://www.youtube.com/watch?v=d-OPfs25aRM
Scene:
#version 3.6;
background { colour rgb <0.000,0.000,0.000> }
//
****************************************************************************
// referenced scene items and forced visible scene items declaration begin
//
****************************************************************************
#declare Shadow_Clouds_Bot =
pigment {
bozo
colour_map {
[0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
[0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
[0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
}
rotate <0.0,0.0,90.000>
rotate <180.000,0.0,0.0>
scale <0.167,1.000,1.000>
rotate <-180.000,0.000,-90.000>
translate <0.000,-0.150,0.000>
turbulence <0.650,0.650,0.650>
octaves 6
lambda 2.000
omega 0.700
}
#declare Shadow_Clouds_Mid =
pigment {
bozo
colour_map {
[0.000 rgbft <0.850,0.850,0.850,0.000,0.000>]
[0.100 rgbft <0.750,0.750,0.750,0.000,0.000>]
[0.500 rgbft <1.000,1.000,1.000,0.000,1.000>]
}
rotate <0.0,0.0,90.000>
rotate <180.000,0.0,0.0>
scale <0.167,1.000,1.000>
rotate <-180.000,0.000,-90.000>
turbulence <0.650,0.650,0.650>
octaves 6
lambda 2.000
omega 0.700
}
#declare Shadow_Clouds_Top =
pigment {
colour rgbft <0.196,0.600,0.800,0.000,0.000>
}
#declare Haze =
material{
texture {
pigment {
colour rgbft <1.000,1.000,1.000,0.000,1.000>
}
}
interior{
ior 1.000
caustics 0.000
dispersion 1.000
dispersion_samples 7.000
fade_power 0.000
fade_distance 0.000
fade_color rgb <0.000,0.000,0.000>
media {
method 3
intervals 1
samples 10, 10
confidence 0.900
variance 0.008
ratio 0.900
absorption rgb <0.004,0.122,0.247>
emission rgb <0.010,0.010,0.000>
aa_threshold 0.100
aa_level 4
scattering {
1,rgb <1.000,1.000,1.000>
extinction 1.000
}
density {
average
density_map {
[0.400,
granite
]
[0.600,
gradient < 0.000, 1.000, 0.000 >
]
}
}
}
}
}
#declare Camera1 =
camera {
perspective
location <10.376,37.151,-83.851>
up y
right -1.333*x
angle 35.000
sky <-0.073,0.960,0.270>
look_at < -13.011, 11.053, 2.515 >
} // end Camera1
//
****************************************************************************
// referenced scene items and forced visible scene items declaration end
//
****************************************************************************
union { // Lights
light_source { // Shadowless_Light_Source0
< 0.000000, 0.000000, 0.000000 >, colour rgb <1.000,1.000,1.000>
fade_power 0.000
fade_distance 100.000
media_attenuation off
media_interaction on
shadowless
translate <15.811000,100.000000,-200.977356>
} // end Shadowless_Light_Source0
light_source { // Light_Source0
< 0.000000, 0.000000, 0.000000 >, colour rgb <1.000,1.000,1.000>
fade_power 0.000
fade_distance 100.000
media_attenuation off
media_interaction on
translate <-24.636320,125.983002,-195.075000>
} // end Light_Source0
} // end Lights
sky_sphere { // SkySphere1
pigment{ Shadow_Clouds_Top }
pigment{ Shadow_Clouds_Mid }
pigment{ Shadow_Clouds_Bot }
rotate <12.171,0.000,0.000>
} // end SkySphere1
blob { // Blob0
threshold 1.000
sphere { // spherical_component3
0, 1.000000
strength 2.000000
scale <7.327683,0.508000,1.000000>
translate <0.000000,0.000000,3.787274>
} // end spherical_component3
sphere { // spherical_component6
0, 1.000000
strength 3.000000
scale <6.470000,0.590000,1.000000>
translate <0.000000,0.160000,3.132000>
} // end spherical_component6
sphere { // spherical_component2
0, 1.000000
strength 3.000000
scale <6.239549,0.549000,1.000000>
translate <0.000000,0.160000,2.584432>
} // end spherical_component2
sphere { // spherical_component5
0, 1.000000
strength 3.000000
scale <6.470000,0.590000,1.000000>
translate <0.000000,-0.003624,2.142000>
} // end spherical_component5
sphere { // spherical_component4
0, 1.000000
strength 3.000000
scale <6.470000,0.590000,1.000000>
translate <0.000000,0.080000,0.679000>
} // end spherical_component4
sphere { // spherical_component1
0, 1.000000
strength 3.000000
scale <6.470000,0.590000,1.000000>
translate <0.000000,-0.024410,1.328000>
} // end spherical_component1
sphere { // spherical_component0
0, 1.000000
strength 3.000000
scale <5.555382,0.631000,1.000000>
} // end spherical_component0
material{ Haze }
scale <14.153000,4.739000,30.793000>
rotate <0.000000,89.000000,0.000000>
translate <-67.867683,-0.646462,40.060379>
hollow
} // end Blob0
camera{ Camera1 }
--
Regards
Stephen
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