POV-Ray : Newsgroups : povray.general : Cloud Surface : Re: Cloud Surface Server Time
25 Apr 2024 23:57:28 EDT (-0400)
  Re: Cloud Surface  
From: And
Date: 24 Nov 2017 23:30:00
Message: <web.5a18f1a39a2a53c1a6394f050@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 24.11.2017 um 14:37 schrieb And:
> > Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> >> Hi,
> >>
> >> a question: is there any public source code that allows us to create
> >> cloudy surfaces like that one in the attached photo? I want to do
> >> something that I never did before: building cloud cities!
> >>
> >>
> >> ---
> >> Diese E-Mail wurde von AVG auf Viren geprüft.
> >> http://www.avg.com
> >
> > Maybe it can be drawn by media(povray) to some extent. Cycles renderer of
> > blender should renders better because its volume rendering contains multiple
> > scattering calculations.
> > For a thin media like atmosphere, single scattering is in the majority, so
> > the media of Povray can simulate well. But cloud is heavy media, light
> > passing through it can scatter many times, most of the luminance from a cloud
> > is from the multiple scattering.
> >
> > If you want to draw a cloud in PovRay, maybe scattering media + emission media
> > can do it, Or ... ?
> > Or subsurface scattering material, this feature of Povray calculate both single
> > scattering and multiple scattering in the substance, but scattering density of
> > the material is limited to constant.
>
> I doubt whether subsurface scattering can be employed to do the trick;
> you probably won't get the same "fluffyness".

Maybe that is partially due to uniform scattering density in a object. However,
I do a test on this, post image here:

http://news.povray.org/povray.binaries.images/thread/%3Cweb.5a186c9e9a2a53c19ae32810%40news.povray.org%3E/?mtop=418940&
moff=10


Post a reply to this message

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