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Op 16-11-2022 om 12:10 schreef Simon J. Cambridge:
> Hello again. I thought I would share this one, recently created, and see what
> you think. I have been trying to get make simple yet effective media clouds for
> some time - in order to speed up the render - and I feel I am a bit closer with
> this one. It still takes a decent time to render, but less than others I have
> tried in the past. The Vovin (beasts from my books) are modelled in hamapatch
> (as I still haven't shifted to blender - so much to do and so little time!)
>
> Cheers,
>
> Simon J. Cambridge
>
> (See my other stuff on my website - www.landofthefirst.com)
As always, very impressive.
For media clouds, have you experimented with those from Abe Madey?
https://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.4447da16ade663f78069ddd30@news.povray.org%3E/?ttop=243615&toff=50
They are very good, and, in my experience, not too slow to render
although that always is the trade off with media.
That landscape smells of mandelbrot fractals... ;=)
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 16-11-2022 om 12:10 schreef Simon J. Cambridge:
> > Hello again. I thought I would share this one, recently created, and see what
> > you think. I have been trying to get make simple yet effective media clouds for
> > some time - in order to speed up the render - and I feel I am a bit closer with
> > this one. It still takes a decent time to render, but less than others I have
> > tried in the past. The Vovin (beasts from my books) are modelled in hamapatch
> > (as I still haven't shifted to blender - so much to do and so little time!)
> >
> > Cheers,
> >
> > Simon J. Cambridge
> >
> > (See my other stuff on my website - www.landofthefirst.com)
>
> As always, very impressive.
>
> For media clouds, have you experimented with those from Abe Madey?
>
>
https://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.4447da16ade663f78069ddd30@news.povray.org%3E/?ttop=
243615&toff=50
>
> They are very good, and, in my experience, not too slow to render
> although that always is the trade off with media.
>
> That landscape smells of mandelbrot fractals... ;=)
>
> --
> Thomas
Hi Thomas,
Thank you, and thank you for the link.
The landscape is f_ridged_mf. One of my favourites. I just love the way it
looks. Adding turbulence spoils it, I feel.
The code for the clouds is similar to that used by Abe Madey. However, I wanted
a cumulus look, but across the entire sky.
Here is the code:
#macro SkyShell(minAlt, maxAlt, sc, Int)
difference
{
plane {<0, 1, 0>, 0 translate <0, 10000000+maxAlt, 0> }
plane {<0, 1, 0>, 0 rotate <0, 180, 0> translate <0, 10000000+minAlt, 0>
}
hollow
texture {pigment {color rgbf 1}}
interior {Int}
translate <0, -10000000, 0>
scale sc
}
#end
SkyShell(30001, 31001, 1
interior {
media {
scattering {4, color rgb <0.01, 0.01, 0.9>*0.0001 extinction 1}
}
}
)
#if (CloudsOK=1)
SkyShell(20000, 30000, 1
interior{
media{
scattering{1, <1, 0.9, 0.8>*0.0001}
samples 100
density
{
wrinkles
scale <20000, 10000, 20000>
turbulence 0.3
color_map {
[0.62 color rgb 0]
[0.64 color rgb 0.035]
[0.66 color rgb 0.850]
[0.68 color rgb 1]
}
}
density
{
crackle
form<1, 0, 0>
scale 2000
//turbulence 0.5
color_map {
[0.0 color rgb 1]
[1.0 color rgb 0]
}
}
density
{
gradient y
scale 10000
color_map {
[0.1 color rgb 0]
[0.4 color rgb 1]
[0.8 color rgb 1]
[0.9 color rgb 0]
}
}
}
}
)
#end
As you can see, I am using a high sample count. I might try Mr Madey's approach
and see what happens.
Cheers,
Simon J. Cambridge.
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