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janger wrote:
>
> Well, I am just trying to simulate it as good as possible. I don't get good
> enough results with using a simple sky sphere.
I usually create a plane or a large sphere to represent the ground, and a
slightly larger sphere to contain the atmosphere. The second sphere needs to be
hollow of course, in order for the atmospheric media to show up.
By using scattering media or a combination of emitting & absorbing media, you
will also get the natural darkening of the sky towards the zenith, since the
atmosphere is thinnest in that direction (relative to your viewpoint).
Here's a (very) crude example:
// This is the ground
sphere{
-10000*y,10000
texture{Whatever}
}
// The atmosphere
sphere{
-10000*y,10500
pigment{rgbf 1}
interior{
media{
emission rgb <.5,.5,1>
absorption rgb <1,1,.5>
}
}
hollow
}
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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