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Christian Froeschlin <chr### [at] chrfrde> wrote:
> nemesis wrote:
>
> > completely unacceptable render time for such a flat, untextured scene.
>
> well I suppose the planet is using a lot of media although
> it may be overkill at such a scale. I wonder if SSLT would be
> appropriate for distant planetary views where the atmosphere
> appears to be very thin.
Are you using scattering media for the atmosphere? I suggest using emissive
media with a gradient map instead. Renders much faster, gives you more artistic
control and looks better as you don't geht a sharp shadow at the terminator.
This is what i've been using:
#declare R0 = 10; // planet radius
#declare ah = 0.25; // atmosphere height
sphere { 0, R0 } // the planet
sphere { // the atmosphere
0, 1 pigment { rgbf 1 } hollow
interior {
media{
emission 2.2*1/255 //scale to need
density {
spherical
density_map {
[ah/(R0+ah)*0.00 rgb < 0, 0, 0>]//sky
[ah/(R0+ah)*0.20 rgb < 9, 10, 18>]
[ah/(R0+ah)*0.30 rgb < 10, 14, 21>]
[ah/(R0+ah)*0.40 rgb < 14, 18, 28>]
[ah/(R0+ah)*0.50 rgb < 20, 23, 38>]
[ah/(R0+ah)*0.55 rgb < 27, 33, 52>]
[ah/(R0+ah)*0.60 rgb < 29, 39, 61>]
[ah/(R0+ah)*0.65 rgb < 30, 45, 74>]
[ah/(R0+ah)*0.70 rgb < 30, 54, 90>]
[ah/(R0+ah)*0.75 rgb < 37, 67,109>]
[ah/(R0+ah)*0.80 rgb < 48, 82,190>]
[ah/(R0+ah)*0.85 rgb < 61, 99,151>]
[ah/(R0+ah)*0.90 rgb < 80,118,171>]
[ah/(R0+ah)*0.95 rgb <104,139,187>]
[ah/(R0+ah)*1.00 rgb <154,173,203>]//ground
}
}
density {
gradient y
translate -y/2
scale 2
density_map {
[0.00 rgb <10, 8, 8>/255]//day side
[0.40 rgb <10, 8, 8>/255]
[0.45 rgb <37, 12, 6>/255]
[0.50 rgb <59, 34, 15>/255]//terminator
[0.55 rgb <66, 58, 56>/255]
[0.60 rgb 0.65]
[1.00 rgb 0.65]//night side
}
}
}
}
scale R0+ah
}
Regards Roman
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