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All I noticed is a couple missing left braces and the syntax error in 'scattering'
which I suppose was meant to say
either type 1 or type 2 would do okay there.... maybe....
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| Uhm, are you obfuscating the code on purpose, or is it just me?
Here's what I did with it. Hope you don't mind me reposting it here Gail, I couldn't
match what I thought of as a
serenity in your rendering.
#version unofficial MegaPov 0.4;
sphere {0,30
texture {pigment {bozo turbulence .25
color_map {[.67 color rgb<.2,.5,.9>][.7 color rgb<.6,.8,.7>]}
scale 5}
finish {ambient .075 diffuse .5}}
texture {pigment {bozo turbulence 2
color_map {[.4 color rgbf 1][.7 color rgb 1]}
scale 10}
finish {ambient .125 diffuse .9}}
}
sphere {0, 38
pigment {color rgbt 1}
interior {
media {
method 3
scattering {1, 0.03} // type 1 or 2? tweak till it looks good
samples 1,1
intervals 1
density {
spherical
color_map {
[0 color rgb 0]
[1 color <0, 0.75, 1>*10]
}
scale 33 // changing adjusts the distance from the planet
}
}
}
hollow
}
#declare LCX = 0;
#declare LCY = 50;
#declare LCZ = -50;
#declare Sun=sphere {0,3 pigment {rgbf 1} finish {phong 1 phong_size 1}}
light_source { 0, color rgb <1.55,1.45,1.35>
area_light 2*x,2*y,3,3 jitter
looks_like {Sun}
translate <LCX,LCY/1.25,abs(LCZ)>
}
camera
{
location <LCX,LCY,LCZ>
angle 45
look_at <0, 35, 0>
}
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