POV-Ray : Newsgroups : povray.binaries.images : Re: Cloud Surface : Re: Cloud Surface Server Time
3 Jul 2024 02:06:47 EDT (-0400)
  Re: Cloud Surface  
From: Bald Eagle
Date: 27 Nov 2017 10:20:00
Message: <web.5a1c2c0c9a2a53c1c437ac910@news.povray.org>
> Sven Littkowski wrote on 27/11/2017 04:40:

> > Thank you. I made a try with your clouds. First, I had to rotate your
> > cloud so it could fit to my own coordinate system, then resizing it and
> > making it a bit flatter with scaling down the Y axis.

I'm pretty sure that unless people are generating scene files with a 3rd party
application (Pose-Ray, etc), then the standard Left-Handed coordinate system
should be the default.
I'm not sure what coordinate system you're using - or why.

And along those lines, it's usually easier to "change" coordinate systems by
modifying the camera definition, rather than rotating or mirroring individual
objects in the scene, or a union of everything in the scene.

> > I would want to use a media, that gives a color based on density. Thick
> > clouds are filled with this color, but the thin edges are fading out.
> > Can you do that?
> >
> > At the moment, with your clouds they are right now, the tower disappears
> > abruptly. But it should fade away into the clouds. That is why this is
> > necessary.

It sounds like you don't actually want what you state that you want in the first
paragraph.
It sounds like what you want is simply a more gradual occlusion of your tower
with decreasing y-location.
You could NOT "make the clouds flatter" by scaling, and that would give you the
more gradually increasing _perceived_ cloud density, or you could actually scale
your density in the density function - multiply the y-component by something
less than 1.

Actually defining a COLOR based on density would require a much more complex
coding, involving functions, and perhaps a 3-color separation scheme such as
Stephen uses for his DF3's


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