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Hello:
I'm a new user and am trying to model the Earth with an atmosphere using a
downloaded file, but when I run the file this part:
//----------------------------------------------------------------------
// A thin blue halo, becoming lighter as it approaches the planet's
// surface.
//
#declare PlanetAtmosphere = sphere { <0,0,0>, 1
pigment { colour rgbt <1,1,1,1> }
halo {
glowing
spherical_mapping
linear
colour_map {
[0.00 colour rgbt <0,0,2,1>]
[0.05 colour rgbt <2,2,2,0>]
[1.00 colour rgbt <2,2,2,0>]
}
samples 10
}
hollow
scale 1.05
}
Gives me this error:
Parse Error: No matching } in 'sphere', undeclared identifier 'halo' found
instead
I know the halo command has been replaced, but I don't know how to fix this.
HELP!
James
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You'll need to replace the halo with media, you can read about it in the docs
at:
http://www.povray.org/documentation/view/3.6.1/419/
Also, there are some examples at:
http://www.povray.org/documentation/view/3.6.1/97/
-Rob
"There is no spoon."
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//----------------------------------------------------------------------
// A thin blue media, becoming lighter as it approaches
// the planet's surface.
//----------------------------------------------------------------------
#declare PlanetAtmosphere = sphere { <0,0,0>, 1
hollow
material {
texture {
pigment { rgbt <1,1,1,1> }
}
interior {
media {
emission <0,0,2>
density {
spherical
color_map {
[0 rgb 0]
[0.05 rgb 1]
[1 rgb 1]
}
}
}
media {
emission <2,2,0>
density {
spherical
color_map {
[0 rgb 0]
[0.05 rgb 0.25]
[1 rgb 1]
}
}
}
}
}
scale 1.05
}
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"Tim Attwood" <tim### [at] comcastnet> wrote:
> //----------------------------------------------------------------------
> // A thin blue media, becoming lighter as it approaches
> // the planet's surface.
> //----------------------------------------------------------------------
> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
> hollow
> material {
> texture {
> pigment { rgbt <1,1,1,1> }
> }
> interior {
> media {
> emission <0,0,2>
> density {
> spherical
> color_map {
> [0 rgb 0]
> [0.05 rgb 1]
> [1 rgb 1]
> }
> }
> }
> media {
> emission <2,2,0>
> density {
> spherical
> color_map {
> [0 rgb 0]
> [0.05 rgb 0.25]
> [1 rgb 1]
> }
> }
> }
> }
> }
> scale 1.05
> }
I tried this and it works, but now the Earth is a solid white sphere. Is there
another command that must accompany these? Or should I change the settings?
Thanks for the help!
James Lake
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james lake nous illumina en ce 2008-05-14 19:41 -->
> "Tim Attwood" <tim### [at] comcastnet> wrote:
>> //----------------------------------------------------------------------
>> // A thin blue media, becoming lighter as it approaches
>> // the planet's surface.
>> //----------------------------------------------------------------------
>> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
>> hollow
>> material {
>> texture {
>> pigment { rgbt <1,1,1,1> }
>> }
>> interior {
>> media {
>> emission <0,0,2>
>> density {
>> spherical
>> color_map {
>> [0 rgb 0]
>> [0.05 rgb 1]
>> [1 rgb 1]
>> }
>> }
>> }
>> media {
>> emission <2,2,0>
>> density {
>> spherical
>> color_map {
>> [0 rgb 0]
>> [0.05 rgb 0.25]
>> [1 rgb 1]
>> }
>> }
>> }
>> }
>> }
>> scale 1.05
>> }
>
> I tried this and it works, but now the Earth is a solid white sphere. Is there
> another command that must accompany these? Or should I change the settings?
>
> Thanks for the help!
>
> James Lake
>
>
You put that object around your earth, scaled 5% larger than the size of the
earth sphere.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you've ever "lost" a Julia fractal
because you're not quite sure how to align things in four dimensions.
Dylan Beattie
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Alain <ele### [at] netscapenet> wrote:
> james lake nous illumina en ce 2008-05-14 19:41 -->
> > "Tim Attwood" <tim### [at] comcastnet> wrote:
> >> //----------------------------------------------------------------------
> >> // A thin blue media, becoming lighter as it approaches
> >> // the planet's surface.
> >> //----------------------------------------------------------------------
> >> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
> >> hollow
> >> material {
> >> texture {
> >> pigment { rgbt <1,1,1,1> }
> >> }
> >> interior {
> >> media {
> >> emission <0,0,2>
> >> density {
> >> spherical
> >> color_map {
> >> [0 rgb 0]
> >> [0.05 rgb 1]
> >> [1 rgb 1]
> >> }
> >> }
> >> }
> >> media {
> >> emission <2,2,0>
> >> density {
> >> spherical
> >> color_map {
> >> [0 rgb 0]
> >> [0.05 rgb 0.25]
> >> [1 rgb 1]
> >> }
> >> }
> >> }
> >> }
> >> }
> >> scale 1.05
> >> }
> >
> > I tried this and it works, but now the Earth is a solid white sphere. Is there
> > another command that must accompany these? Or should I change the settings?
> >
> > Thanks for the help!
> >
> > James Lake
> >
> >
> You put that object around your earth, scaled 5% larger than the size of the
> earth sphere.
>
> --
> Alain
> -------------------------------------------------
> You know you've been raytracing too long when you've ever "lost" a Julia fractal
> because you're not quite sure how to align things in four dimensions.
> Dylan Beattie
I did that but it still generates a solid white sphere. It is not transparent,
and does not fade at the edges. There must be another setting or command that
has to change. The planet and the atmosphere get put together with this:
#declare Planet = union {
object { PlanetSphere }
#ifndef (Quick)
object { PlanetCloudSphere0 }
object { PlanetAtmosphere }
#end
}
Is this a good way to do it?
Thanks,
James
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james lake napsal(a):
> Alain <ele### [at] netscapenet> wrote:
>> james lake nous illumina en ce 2008-05-14 19:41 -->
>>> "Tim Attwood" <tim### [at] comcastnet> wrote:
>>>> //----------------------------------------------------------------------
>>>> // A thin blue media, becoming lighter as it approaches
>>>> // the planet's surface.
>>>> //----------------------------------------------------------------------
>>>> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
>>>> hollow
>>>> material {
>>>> texture {
>>>> pigment { rgbt <1,1,1,1> }
>>>> }
>>>> interior {
>>>> media {
>>>> emission <0,0,2>
>>>> density {
>>>> spherical
>>>> color_map {
>>>> [0 rgb 0]
>>>> [0.05 rgb 1]
>>>> [1 rgb 1]
>>>> }
>>>> }
>>>> }
>>>> media {
>>>> emission <2,2,0>
>>>> density {
>>>> spherical
>>>> color_map {
>>>> [0 rgb 0]
>>>> [0.05 rgb 0.25]
>>>> [1 rgb 1]
>>>> }
>>>> }
>>>> }
>>>> }
>>>> }
>>>> scale 1.05
>>>> }
>>> I tried this and it works, but now the Earth is a solid white sphere. Is there
>>> another command that must accompany these? Or should I change the settings?
>>>
>>> Thanks for the help!
>>>
>>> James Lake
>>>
>>>
>> You put that object around your earth, scaled 5% larger than the size of the
>> earth sphere.
>>
>> --
>> Alain
>> -------------------------------------------------
>> You know you've been raytracing too long when you've ever "lost" a Julia fractal
>> because you're not quite sure how to align things in four dimensions.
>> Dylan Beattie
>
> I did that but it still generates a solid white sphere. It is not transparent,
> and does not fade at the edges. There must be another setting or command that
> has to change. The planet and the atmosphere get put together with this:
>
> #declare Planet = union {
> object { PlanetSphere }
> #ifndef (Quick)
> object { PlanetCloudSphere0 }
> object { PlanetAtmosphere }
> #end
> }
>
> Is this a good way to do it?
>
> Thanks,
>
> James
>
>
Try greatly reducing the media density. The density required is very
dependent on your earth size.
Simply add another density block inside the media, like:
density{
...
}
density{
rgb 1e-5
}
--
You know you've been raytracing too long when...
you ever saw a beautiful scenery and regretted not to take your 6"
reflective ball and a digital camera, thinking "this would have been a
perfect light probe"
-Johnny D
Johnny D
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james lake nous illumina en ce 2008-05-15 22:20 -->
> Alain <ele### [at] netscapenet> wrote:
>> james lake nous illumina en ce 2008-05-14 19:41 -->
>>> "Tim Attwood" <tim### [at] comcastnet> wrote:
>>>> //----------------------------------------------------------------------
>>>> // A thin blue media, becoming lighter as it approaches
>>>> // the planet's surface.
>>>> //----------------------------------------------------------------------
>>>> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
>>>> hollow
>>>> material {
>>>> texture {
>>>> pigment { rgbt <1,1,1,1> }
>>>> }
>>>> interior {
>>>> media {
>>>> emission <0,0,2>
>>>> density {
>>>> spherical
>>>> color_map {
>>>> [0 rgb 0]
>>>> [0.05 rgb 1]
>>>> [1 rgb 1]
>>>> }
>>>> }
>>>> }
>>>> media {
>>>> emission <2,2,0>
>>>> density {
>>>> spherical
>>>> color_map {
>>>> [0 rgb 0]
>>>> [0.05 rgb 0.25]
>>>> [1 rgb 1]
>>>> }
>>>> }
>>>> }
>>>> }
>>>> }
>>>> scale 1.05
>>>> }
>>> I tried this and it works, but now the Earth is a solid white sphere. Is there
>>> another command that must accompany these? Or should I change the settings?
>>>
>>> Thanks for the help!
>>>
>>> James Lake
>>>
>>>
>> You put that object around your earth, scaled 5% larger than the size of the
>> earth sphere.
>>
>> --
>> Alain
>> -------------------------------------------------
>> You know you've been raytracing too long when you've ever "lost" a Julia fractal
>> because you're not quite sure how to align things in four dimensions.
>> Dylan Beattie
>
> I did that but it still generates a solid white sphere. It is not transparent,
> and does not fade at the edges. There must be another setting or command that
> has to change. The planet and the atmosphere get put together with this:
>
> #declare Planet = union {
> object { PlanetSphere }
> #ifndef (Quick)
> object { PlanetCloudSphere0 }
> object { PlanetAtmosphere }
> #end
> }
>
> Is this a good way to do it?
>
> Thanks,
>
> James
>
>
The sample use a 1 unit radius "planet", and it's density is set acordingly.
What is the dimention of your planet? If it's 100 units radius, you need to
reduce the media's density by 100, it the radius is 1000, reduce the density by
1000.
What is the quality setting? If set to low, it ignore the transparency and the
rgbt 1 (totaly transparent) becomes rgb 1 (white).
--
Alain
-------------------------------------------------
Any society that would give up a little liberty to gain a little security will
deserve neither and lose both.
Benjamin Franklin
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> I did that but it still generates a solid white sphere. It is not
> transparent,
> and does not fade at the edges. There must be another setting or command
> that
> has to change. The planet and the atmosphere get put together with this:
>
> #declare Planet = union {
> object { PlanetSphere }
> #ifndef (Quick)
> object { PlanetCloudSphere0 }
> object { PlanetAtmosphere }
> #end
> }
>
> Is this a good way to do it?
This media is intended to be around a unit sphere.
If you wish to use a different size, scale it after union...
#declare PlanetSurface = sphere { <0,0,0>, 1
pigment {
image_map {
jpeg "earth02.jpg"
map_type 1
}
rotate <0,-150,0>
}
};
#declare Planet = union {
object {PlanetAtmosphere}
object {PlanetSurface}
};
object {
Planet
scale 2
translate <-1.5,-0.5,0>
}
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Tim Attwood napsal(a):
>> I did that but it still generates a solid white sphere. It is not
>> transparent,
>> and does not fade at the edges. There must be another setting or command
>> that
>> has to change. The planet and the atmosphere get put together with this:
>>
>> #declare Planet = union {
>> object { PlanetSphere }
>> #ifndef (Quick)
>> object { PlanetCloudSphere0 }
>> object { PlanetAtmosphere }
>> #end
>> }
>>
>> Is this a good way to do it?
>
> This media is intended to be around a unit sphere.
> If you wish to use a different size, scale it after union...
>
scaling an object doesn't reduce its density. Eight thousand times a
piece of steel is a piece of steel, not a piece of super-sparse steel.
--
You know you've been raytracing too long when...
you start thinking up your own "You know you've been raytracing too long
when..." sigs (I did).
-Johnny D
Johnny D
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