|
![](/i/fill.gif) |
Maybe someone else has tried this, or maybe I'm alone in my stupidity
but I tried to render an earth to scale 1pov unit = 1 meter which of
course comes
out to a mean value of 12,756 km in diameter or 6,378,000m as a sphere
radius.
Also, I put my light source(the sun) at <0,0,0> and then moved my earth
sphere
to <0,0,149600000000>(mean distance from sun).
1.What is the limit? How many places can I carry out my numbers around
the decimal point?
2.Why does the earth appear to have a grainy texture when it is only has
a blue
pigment? Scale is beyond pov's capabilities?
3.I was surprised that the earth was actually lit up at that distance.
Is this because
there is no falloff in the point lightsource?
4.I also wanted to be able to rotate the camera around the earth but
couldn't
seem to make it work. I tried rearanging the order of the code with
rotate
before or after translate to no avail. How would this be accomplished?
Note: I know doing it at this size really isn't necessary. I just wanted
to give it a shot!
Heres my source:
#version 3.1;
#include "colors.inc"
global_settings{
assumed_gamma 1.0
}
// ----------------------------------------
camera{
location <0.0, 0.0,149600000000.0>
direction <0, 0, 1>
right <1.33, 0, 0>
translate <0.0, 0.0, -13500000.0>
//rotate y*.001
look_at <0.0, 0.0, 149600000000.0001>
}
light_source{
0*x // light's position (translated below)
rgb <1.0,1.0,1.0>*2//pow(10,10)
//translate <0,0,14959930000.0>
}
// ----------------------------------------
background{Black}
sphere{<0,0,0>,6378000.0
pigment{Blue}
translate<0,0,149600000000.0>
}
--
...coffee?...yes please! extra sugar,extra cream...Thank you.
Post a reply to this message
|
![](/i/fill.gif) |