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simple example image for a cloud surface to start with
Scene file at
http://news.povray.org/povray.text.scene-files/message/%3Cweb.5a186b419a2a53c19ae32810%40
Post a reply to this message
Attachments:
Download 'cloud_surface.png' (234 KB)
Preview of image 'cloud_surface.png'
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On 24.11.2017 14:03, Kontemplator wrote:
> simple example image for a cloud surface to start with
>
> Scene file at
> http://news.povray.org/povray.text.scene-files/message/%3Cweb.5a186b419a2
a53c19ae32810%40
>
Yes, that cloud looks good enough for my needs! Thanks a lot!
But here's one more question: I don't want the cloud surface to be flat
like a plane. Is there any way, to get it slightly rounded, like it
follows the round shape of a planet? I want to see, at a vast distance,
the horizon, that's why.
---
http://www.avg.com
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On 24.11.2017 14:03, Kontemplator wrote:
> simple example image for a cloud surface to start with
>
> Scene file at
>
http://news.povray.org/povray.text.scene-files/message/%3Cweb.5a186b419a2a53c19ae32810%40
>
Have a look at the a:
I am quite happy with the shape of the clouds, but there are some things
where I don't know how to change:
- that the tower disappears slowly below cloud surface (now it is white)
- that the tower puts its gentle smooth shadow on the clouds
- that the clouds are lilac in shadow and remain pink in light
- and pink (as now) in the illuminated areas
Any suggestions?
---
http://www.avg.com
Post a reply to this message
Attachments:
Download 'sl - cloud cities.jpg' (171 KB)
Preview of image 'sl - cloud cities.jpg'
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Am 25.11.2017 um 00:36 schrieb Sven Littkowski:
> I am quite happy with the shape of the clouds, but there are some things
> where I don't know how to change:
> - that the tower disappears slowly below cloud surface (now it is white)
Make sure to use scattering media with an extinction value of 1.0.
Also, do use the newest version of POV-Ray, and do use the default media
sampling method (2 I think). Media has seen several fixes of the
underlying math, some of which could not be applied to the older
sampling methods.
Post a reply to this message
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I forgot to post the scene code:
------------------------------------------
#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 // diagonal view
location < -20.0 , 15.0 ,-00.0 >
right x*image_width/image_height
look_at < 0.0 , 2 , 0.0 >
}
//------------------------------------------------------------------------
// sun -------------------------------------------------------------------
light_source { < 250, 100, -250 > color < 1.0, 0.62353, 0.46667 > *5 }
// 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 ---------------------------
-
box
{
< -1.0, -0.5, -1.0 > < 1.0, 1.0, 1.0 >
texture { T_Copper_1A }
pigment{ rgbt < 0.20784, 0.19216, 0.25098, 1.0 > }
finish { reflection 0.5 }
hollow
interior
{
media
{
emission < 0.9, 0.9, 1.0 > *1.5
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 2
color rgb < 0.20784, 0.192160, 0.2509800 > *0.8 // Purple
color rgb < 0.49020, 0.058824, 0.0078431 > *0.8 // Blood Red
fog_offset 0.1
fog_alt 1.25
turbulence 1.8
}
cylinder
{
< 0.0, 0.0, 0.0 > < 0.0, 4.0, 0.0 > 0.25
texture { T01 }
texture { T_Copper_1A }
}
sphere
{
< 0.0, 4.0, 0.0 > 0.25
texture { T01 }
texture { T_Copper_1A }
}
---
http://www.avg.com
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On 24/11/2017 23:36, Sven Littkowski wrote:
> - that the tower puts its gentle smooth shadow on the clouds
Are you sure that is a shadow? It is in the right area for a reflection.
--
Regards
Stephen
Post a reply to this message
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On 24.11.2017 19:18, Stephen wrote:
> On 24/11/2017 23:36, Sven Littkowski wrote:
>> - that the tower puts its gentle smooth shadow on the clouds
>
> Are you sure that is a shadow? It is in the right area for a reflection.
>
You misunderstand me. I want to know, how to make the tower creating a
soft, gentle shadow on the clouds.
---
http://www.avg.com
Post a reply to this message
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> I forgot to post the scene code:
> ------------------------------------------
>
> #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 // diagonal view
> location < -20.0 , 15.0 ,-00.0 >
> right x*image_width/image_height
> look_at < 0.0 , 2 , 0.0 >
> }
> //------------------------------------------------------------------------
> // sun -------------------------------------------------------------------
> light_source { < 250, 100, -250 > color < 1.0, 0.62353, 0.46667 > *5 }
> // 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 ----------------------------
>
> box
> {
> < -1.0, -0.5, -1.0 > < 1.0, 1.0, 1.0 >
> texture { T_Copper_1A }
> pigment{ rgbt < 0.20784, 0.19216, 0.25098, 1.0 > }
> finish { reflection 0.5 }
> hollow
> interior
> {
> media
> {
> //emission < 0.9, 0.9, 1.0 > *1.5 remove
> //absorption < 0.0, 0.0, 0.5 > probably not needed
> scattering
> {
> 3, < 1.0, 1.0, 1.0 >
> extinction 2.0
//Should be 1.0 to be acurate
> }
> 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 2
> color rgb < 0.20784, 0.192160, 0.2509800 > *0.8 // Purple
> color rgb < 0.49020, 0.058824, 0.0078431 > *0.8 // Blood Red
> fog_offset 0.1
> fog_alt 1.25
> turbulence 1.8
> }
fog never interact with your light. It just add it's colour over some
distance.
Quick and fast and dirty hack from before media was introduced.
Remove that fog.
>
> cylinder
> {
> < 0.0, 0.0, 0.0 > < 0.0, 4.0, 0.0 > 0.25
> texture { T01 }
> texture { T_Copper_1A }
> }
>
> sphere
> {
> < 0.0, 4.0, 0.0 > 0.25
> texture { T01 }
> texture { T_Copper_1A }
> }
>
> ---
> http://www.avg.com
>
If your media is not present enough, just increase it's density.
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> On 24.11.2017 19:18, Stephen wrote:
>> On 24/11/2017 23:36, Sven Littkowski wrote:
>>> - that the tower puts its gentle smooth shadow on the clouds
>>
>> Are you sure that is a shadow? It is in the right area for a reflection.
>>
> You misunderstand me. I want to know, how to make the tower creating a
> soft, gentle shadow on the clouds.
>
>
> ---
> http://www.avg.com
>
Remove that emissive madis and that fog.
Both are killing the shadow.
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On 25/11/2017 01:30, Sven Littkowski wrote:
> On 24.11.2017 19:18, Stephen wrote:
>> On 24/11/2017 23:36, Sven Littkowski wrote:
>>> - that the tower puts its gentle smooth shadow on the clouds
>>
>> Are you sure that is a shadow? It is in the right area for a reflection.
>>
> You misunderstand me. I want to know, how to make the tower creating a
> soft, gentle shadow on the clouds.
>
You are right I did. Alain's post should do it.
--
Regards
Stephen
Post a reply to this message
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