POV-Ray : Newsgroups : povray.binaries.images : playing with planet : Re: playing with planet Server Time
2 Jul 2024 23:19:19 EDT (-0400)
  Re: playing with planet  
From: eticre
Date: 3 Dec 2014 17:45:00
Message: <web.547f89e2baef4c9b5a1f77fa0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 2-12-2014 23:39, eticre wrote:
> > hallo everybody
> > I am absolutely newbie with povray, this is what I have realized in the last
> > 4billions years of life.
> >
> > I have post in scene-file the code
> >
> >
> >
> Excellent work! I can hardly name you a newbie, even less an /absolute/
> newbie. Your textures are very well made.
>
> Interestingly, I have been working for some time now (less than 4
> billion years) on exactly the same thing but with some differences. My
> latitudinal approach is similar to yours; however, I am using
> height_fields for the topography and the texture is thus also altitude
> dependent. I attach an example of the state of the art.
> For the background I have used Chris Colefax's galaxy macros, which are
> in need of some upgrade ;-)
> http://reocities.com/SiliconValley/lakes/1434/galaxy.html
>
> For the height_fields I use a little application called PlanetGenesis
> http://planetgenesis.sourceforge.net/ and the clouds come from the Nasa
> http://visibleearth.nasa.gov/view_cat.php?categoryID=1484&p=3
>
> Thomas

Thanks!
now I relax for 2000 or 3000 years, clouds and stars are my greatest difficulty.
I'm also looking for an approach via isosurface instead of normal using ridged
multifractal for terrain elevation, this is my best result

//*PMRawBegin
#version 3.7;
#include "functions.inc"
//*PMRawEnd

global_settings {
   adc_bailout 0.0039216
   assumed_gamma 1
   max_trace_level 5
   noise_generator 2
}

light_source {<0.135746, 7.68125, -8.30554>, rgb<1, 1, 1>}

camera {
   perspective
   location <-0.068982, 3.5117, -14.336>
   sky <0, 1, 0>
   direction <0, 0, 1>
   right <1.7777, 0, 0>
   up <0, 1, 0>
   look_at <-0.10105, 1.7848, 0.094281>
}
#declare Dec_bump = pigment{bumps}
#declare F_bump = function{pigment {Dec_bump}}

#declare Dec_terrain_l = isosurface {
function { y - F_bump(x,y,z).gray/2 - (F_bump(x,y,z).gray * (f_ridged_mf(x,0,z,
0.2 , 5 , 7 , 1.6 , 0.1 , 2)*0.55) * 0.5) }
contained_by { box { <-15, 0, -15>, <15, 3, 15> } }
threshold 0.1
accuracy 0.0001
max_gradient 10
all_intersections
pigment {color rgb<0.745098, 0.745098, 0.745098>}
hollow false
}
object {Dec_terrain_l}


Post a reply to this message


Attachments:
Download 'ridge-mf.png' (219 KB)

Preview of image 'ridge-mf.png'
ridge-mf.png


 

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.