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Doing the usual earth render to re-acquaint myself - trying to use all the
image-map types I can find. Specifically, this question is about the nighttime
maps.
They react the opposite way, in general, as normal objects - You don't see them
in direct light (lights are off), but they are obvious when there is no natural
light source (on at night).
As it is a reaction to the main light source, it's not the same as a second
light source... and it isn't a simple ambiance problem, as they shouldn't be
visible in daytime...
So, what can I do to get the right effect?
-Sud.
========
/*
Based off "Earth Scene File by Constantine Thomas"
Sudrien
19 Feb 2008
*/
camera{
location <75000,75000,0>
direction<0,0,5>
look_at <0,0,0>
rotate <0,40,0>
}
// create a regular point light source
light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
looks_like {sphere {0*x, 696265 pigment {color <0,0,0>} finish {ambient 1}}}
translate <150000000, 0, 0>
rotate <0,30,0>
}
#declare Earth=
union {
//Land map
sphere { 0, 6378.01
texture{
image_pattern { jpeg "earthspec1k.jpg" map_type 1 interpolate 2 }
texture_map {
[0.0
pigment {image_map {jpeg "earthmap1k.jpg" map_type 1 interpolate 2 }}
normal {bump_map { jpeg "earthbump1k.jpg" map_type 1 interpolate 2
bump_size 15.0 }}
finish {ambient 0.2 diffuse 1}
]
[1.0
pigment {image_map {jpeg "earthmap1k.jpg" map_type 1 interpolate 2 }}
normal {bump_map { jpeg "earthbump1k.jpg" map_type 1 interpolate 2
bump_size 15.0 }}
finish {ambient 0.1 diffuse 1 specular 0.1 roughness 0.01}
]
}
}
}
sphere { 0, 6378.011
texture{
pigment {image_map {jpeg "earthlights1k.jpg" map_type 1 interpolate 2
filter all 1 transmit all 0.8 }}
finish {ambient -0.8 diffuse -0.8}
}
}
}// end Earth union
object {Earth rotate <0,135,0>}
========
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"Sudrien" <sud### [at] fusemailcom> wrote:
> As it is a reaction to the main light source, it's not the same as a second
> light source... and it isn't a simple ambiance problem, as they shouldn't be
> visible in daytime...
There is no luminance or ramp pattern, so last time I had this problem I took
advantage of there usually being one major light source and used a gradient
pattern to mix the nightside and darkside textures in a texture_map, something
very roughly like this (assumes your planet has a radius of 1.0):
#declare LocalLightVector = vnormalize(KeyLightPos - PlanetCentre);
// LightSide_Texture uses your daylight map
#declare LightSide_Texture = texture { ... }
// DarkSide_Texture uses your nightside map
#declare DarkSide_Texture = texture { ... }
// Full texture uses a gradient pattern to blend between them.
// The direction of the blend is the direction from
// planetary centre to the key light position (sun position).
#declare Full_Texture = texture
{
// We want the blend to span the diameter of the planet and
// be centred on the terminator, hence the scale by 2 and
// the translation.
pigment_pattern
{
gradient LocalLightVector scale 2 translate -LocalLightVector
}
// This is quite a smooth blend between day and night side textures.
// You can make the transition sharpest by using 0.5 in both
// texture_map entries.
texture_map
{
[0.4 DarkSide_Texture ]
[0.6 LightSide_Texture ]
}
}
Looking back, I see I actually used a pigment_map to mix the dayside and
nightside maps via pigments rather than textures, but the principles are
exactly the same.
Tom
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Might also be a good idea to forego that filter 1 and use just transmit in a
loop, like so:
#local Tc=0;
#while (Tc<128)
transmit Tc, 1
#local Tc=Tc+1;
#end
Need to convert to a paletted image first, of course, one with the lightest
indices going from either 255 downward or 0 upward. Then adjust the loop
test number up or down to what looks best. The above works for white at 255
and gray at 128.
Negative diffuse alone should cause opposite of usual. Darker perpendicular
to a light source and brighter the more parallel the surface gets to the
light source. But I wasn't getting anything looking right using what you
had.
I put no_shadow into the nighttime lights sphere, too, but that probably
isn't needed.
--
/*bob hughes*/
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> As it is a reaction to the main light source, it's not the same as a second
> light source... and it isn't a simple ambiance problem, as they shouldn't be
> visible in daytime...
As far as I understand it, it is just based on a difference in
brightness. The lights are so faint you don't actually see them
unless you make a long exposure with sensitive equipment.
Of course this would completely saturate the visible portions
on dayside of the terminator, so all images you find which show
both surface features and city lights are probably stiched
together, post-processed and/or artificially generated.
If that is what you want, you need to fake it too ;)
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