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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> > I ended up using a single containing object (box or plane) and then filling it
> > with a skewed y-gradient density to get a flat bottom and then adding a mixture
> > of wrinkles, bozo and crackle (form<1, 0, 0>) to try to approximate fluffy tops.
> > Some of my images over at www.landofthefirst.com were created using this. I am
> > still not 100% happy with them.
>
> The ones at Othil Homtoh look very nice...
>
> --
> jaime
Here is the code:
#macro SkyShell(minAlt, maxAlt, Int)
difference
{
sphere {<0, 0, 0> 1000000+maxAlt}
sphere {<0, 0, 0> 1000000+minAlt}
hollow
texture {pigment {color rgbf 1}}
interior {Int}
translate <0, -1000000, 0>
}
#end
SkyShell(4000, 5000,
interior {
media {
method 3
samples 20
scattering {2, color rgb 0.0075 extinction 1}
density
{
wrinkles
scale <4000, 1000, 4000>
warp { turbulence 2 }
lambda 4
color_map
{
[0.00 color rgb 1.0]
[0.50 color rgb 0.8]
[0.55 color rgb 0.0]
[1.00 color rgb 0.0]
}
translate <-4000, 0, -1000>
}
density
{
gradient y
scale 1000
color_map
{
[0.0 color rgb 0.00]
[0.4 color rgb 1.00]
[0.9 color rgb 1.00]
[1.0 color rgb 0.00]
}
}
}
}
)
I lied. It was concentric spheres!
And nice solution for the artifacts! One to remember.
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