POV-Ray : Newsgroups : povray.text.scene-files : Clouds.POV in feet, not miles : Clouds.POV in feet, not miles Server Time
29 Jul 2024 02:25:34 EDT (-0400)
  Clouds.POV in feet, not miles  
From: Jon S  Berndt
Date: 9 Oct 1998 12:12:39
Message: <361e27e7.0@news.povray.org>
The following POV code is an adaptation of Mike Andrews clouds.pov code 
for just the clouds. I have a need to see how it was done, but in units 
of feet and not miles. I have tried to modify it, but it comes out pure 
black - though it renders just as slowly as his clouds.pov scene! Anyone 
know what I am doing wrong?

Jon


// Start of cloud code ... rather a mess.#declare cloudShape = density 
{ spotted ramp_wave }

#declare D_Cloud_Center =density {   cloudShape triangle_wave   
colour_map {      [0.5 colour Gray95]      [1.0 colour Gray75]   }}

// Calculate the correct colour_map values.#declare NT = 
floor((groundRad + 6) / 6);#declare DT = (groundRad + 6)*5280 / 
NT;#declare V1 = 1 - (6 - 2.0)*5280 / DT;#declare V2 = 1 - (6 - 
2.5)*5280 / DT;#declare V3 = 1 - (6 - 3.5)*5280 / DT;#declare V4 = 1 
- (6 - 4.5)*5280 / DT;#declare V5 = 1 - (6 - 5.5)*5280 / DT;#declare 
V6 = 1 - (6 - 6.0)*5280 / DT;

// container for cloud.difference {   sphere { 0, (groundRad + 6.0)*5280 
} sphere { 0, (groundRad + 3.5)*5280 }   pigment { rgbf 1 }   interior { 
     media {         intervals mSamples         scattering { 2, rgb 5 
extinction 1.0}         samples 2, mSamples         confidence 0.9999    
     variance 1/1000         density { D_Cloud_Center scale 2*3*0.2*5280 
}   // fine scale cloud detail   density { D_Cloud_Center scale 
2*3*0.08*5280 }         density {         // confine the cloud to the 
container            onion            colour_map {          [V1 rgb 0]   
     [V2 rgb 0]        [V3 rgb 0]        [V4 rgb 1]        [V5 rgb 1]    
    [V6 rgb 0]            }            scale DT         }         // 
large scale cloud detail         density {            onion       
colour_map {        [V1 rgb 0]        [V2 rgb 1]        [V3 rgb 1]       
 [V4 rgb 0]        [V5 rgb 0]        [V6 rgb 0]       }            warp 
{ turbulence 0.25*0.8 octaves 3 lambda 3 omega 0.7 }            scale DT 
        }      }   }   translate -groundRad*5280*y   hollow}

// atmosphere #declare NT = floor((groundRad + 20.0) / 20.0);#declare 
DT = (groundRad + 20.0)*5280 / NT;#declare V1 = 1 - (20.0 - 
5.0)*5280 / DT;#declare V2 = 1 - (20.0 - 5.0)*5280 / DT;

sphere {   0, (groundRad + 20.0)*5280   pigment { rgbf 1 }   interior {  
    media {         intervals mSamples   scattering { 4, rgb atmCol 
extinction 1 }   samples 2, mSamples   confidence 0.9999   variance 
1/1000         density {            onion ramp_wave            
colour_map {               [V1 rgb 1]               [V2 rgb 0.5]         
      [1  rgb 0]            }         }         scale DT      }   }   
translate -groundRad*5280*y   hollow}


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