POV-Ray : Newsgroups : povray.binaries.images : Crackle World : Crackle World Server Time
5 Nov 2024 18:27:17 EST (-0500)
  Crackle World  
From: PM 2Ring
Date: 16 Jun 2006 08:50:01
Message: <web.4492a816d60c57a4419961c10@news.povray.org>
Just a bit of fun with an isosurface I did a while ago.

// Persistence of Vision Ray Tracer Scene Description File
// File: IsoTest
// Vers: 3.5
// Desc: Crackle world
// Date: 11 Apr 2004
// Auth: PM 2Ring
//

#version 3.5;

global_settings {
  assumed_gamma 1.0
  //max_trace_level 20
}

//----Textures, etc--------------------------------------------

#declare SkyBlue = rgb <.035, .27, .67>*.6;  //For water & sky

#declare CM_Clouds1 =
color_map {
    [0.0  SkyBlue ]
    [0.82  rgb 0.75]
    [0.87  rgb 0.85]
    [0.90 rgb 1]
}

#declare T_Clouds =
texture{
  pigment {
    crackle
    color_map {CM_Clouds1}

    warp{
      //turbulence 0.75
      turbulence 0.2
      octaves 6
      omega 0.7
      lambda 2.25
    }
  }
  finish{ambient 0.9 diffuse 0.2}
}

//Planet colour map
#declare WLevel = 0.15;
//Interpolate Levels
#macro Level(h)(WLevel + h*(1-WLevel))#end

#declare CMPlanet =
color_map{
  [0 blue .15]
  //[WLevel rgb<0,0,0.4> filter 0.2 transmit 0.5]
  [WLevel/2 rgb<0,0.55,0.55>]
  [WLevel rgb<0,0.1,0.55>]
  [WLevel rgb<.75,.65,.2>]
  [Level(0.025) rgb<.05,.5,.15>]
  [Level(0.3) rgb<.9,.8,.25>]
  [Level(0.5) rgb<.65,.45,.1>]
  [Level(0.6) rgb<.35,.25,0.2>]
  [Level(0.7) rgb .5]
  [Level(0.8) rgb<.7, .7, .725>]
  [Level(0.9) rgb .9]
  [1 rgb 1]
}

#declare PCrackle =
pigment{
   crackle
   //form vnormalize(<-.5,.25,.25>)
   //metric 2
   //offset 0.25
   //solid
}

#declare PlanetCrackle =
pigment{
  //PCrackle
  gradient y scale .95
  color_map{
    CMPlanet
  }
}

//--------------------------The actual scene-------------------

#declare f_ground = function{pigment{PCrackle}}

#declare SGround =
isosurface{
  function{
    y - 0.075*f_ground(x*7, y, z*5).x
  }
  max_gradient 1.213
  contained_by{ box{<-1, 0, -.5>, <1, .2, 1.4>} }
  accuracy 0.003 //default 0.001

  scale 12
}

object {
  SGround

  texture{
    pigment{PlanetCrackle}
    finish{
      brilliance 1.25
      phong 1 phong_size 100
      diffuse 0.7 ambient 0.1
    }
  }
}

#declare SkyRad = 1E3;
sphere{0, SkyRad
  inverse
  no_shadow
  texture{
    T_Clouds
    scale <1, .2, 1> * SkyRad / 5
  }
}

//--------------------------Lights & camera-------------------


#declare LightLoc = <10, 40, -30> * 30;

#declare Sun = sphere{
  LightLoc, 3E2
  pigment{rgb<1,1,.8>}
  finish{ambient 1.5 diffuse 0}
}

light_source {
  LightLoc rgb 1
  parallel point_at 0
  looks_like{object{Sun}}
}

camera {
  location <0, 5, -8.0> * 2.5 * 1.1
  look_at  3.75*y
  right x*image_width/image_height
  direction z
  angle 30
}

//-------------------------End of file-------------------------


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isoteste2.jpg


 

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