POV-Ray : Newsgroups : povray.binaries.images : Blah : Re: Blah Server Time
15 Aug 2024 10:25:47 EDT (-0400)
  Re: Blah  
From: Timothy R  Cook
Date: 2 Jul 2002 14:58:38
Message: <3D21F7DD.5030007@bellsouth.net>
Slime wrote:
> So how did you create that effect? Media photons or did you fake it somehow?
> I'd like to see the sampling parameters, too...

This is the result of many long hours fighting with media.
The waves on the surface are an unexpected bonus, but the effect was
created thusly:

global_settings{
   adc_bailout 0.003922
   ambient_light <0.247059,0.247059,0.247059>
   assumed_gamma 1.9
   hf_gray_16 off
   irid_wavelength <0.247059,0.176471,0.137255>
   max_intersections 64
   max_trace_level 10
   number_of_waves 10
}

background { color <0.000,0.000,0.000> }

#declare Water = media{
   confidence 0.0001
   variance 1.0/1.0
   ratio 0.1
   scattering{
     2 ,  rgbft <0.003, 0.003, 0.003, 0.25, 0.25> // mie hazy scattering
   }
   density{ spherical }
}

media{ Water }

fog{
   fog_type 2    // Ground Fog
   distance     400.0
   color <0.086275,0.403922,0.694118,0.0,0.0>
   up           <0,0,1>
   fog_offset   0.0
   fog_alt      250.0
}

camera{
   location < 50.00, 150.00, 30.00>
   sky      <  0.00,   0.00,  1.00> // Use right handed-system
   up       <  0.00,   0.00,  1.00> // Where Z is up
   right    <  2.41421,0.00,  0.00>
   angle      90.00000    // Vertical      45.000
   look_at  < 50.00,   0.00, 30.00>
}

#declare Light001 = light_source{
   <0.0, 0.0, 0.0>
   color rgb <1.000, 1.000, 1.000>*3.0000
   fade_distance  2500.0
   fade_power 2.9
   media_attenuation on
}

#declare Dirt = material{
   texture{
     pigment{
       granite
       color_map{
         [ 0.0     rgbft <0.654399, 0.515619, 0.397667, 0.0, 0.0> ]
         [ 1.0     rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
       }
       scale  0.01
     }
     normal{
       agate , 2.0
       agate_turb 1.0
       scale  0.02
     }
   }
}

#declare Water_Interior = material{
   texture{
     pigment{
       color rgbft <0.0, 0.0, 0.0, 1.0, 1.0>
     }
   }
   interior{
     caustics 0.75
     media{  // Water
       confidence 0.0001
       variance 1.0/1.0
       ratio 0.1
       scattering{
         2 ,  rgbft <0.003, 0.003, 0.003, 0.25, 0.25> // mie hazy
       }
       density{
         spherical
       }
     }
   }
}

#declare Water_Surface = material{
   texture{
     pigment{
       agate
       agate_turb 1.0
       color_map{
         [ 0.0     rgbft <0.0, 0.0, 0.0104, 1.0, 1.5> ]
         [ 0.75    rgbft <0.0, 0.0, 0.0052, 0.0, 0.5> ]
         [ 1.0     rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
       }
       turbulence 1.0
       lambda 3.0
       ramp_wave
     }
   }
}

object{
   height_field{
     tga "D:\3D\Textures\Planet Surface\MOLA 98-99 flat.tga"
     water_level 0.0
     smooth
   }
   rotate    <-90, 0, 0> // Turn onto XY plane. Now points along -Z
   scale     <  2, 2,-2> // Scale to Cube size. Now points along +Z
   translate < -1,-1,-1> // Center around origin
   material{ Dirt }
   scale <2000.0, 2000.0, 50.0>
   translate  <0.0, -191.74451, -29.583439>
}

box{
   <-1, -1, -1>, <1, 1, 1>
   material{ Water_Interior }
   hollow
   scale <2000.0, 2000.0, 250.0>
}

union{
   sphere{
     <0,0,0>,1
     material{ Water_Surface }
     hollow
     scale 2.5
   }
   object { Light001 }
   translate  <-430.127774, -930.669975, 1048.730824>
}

-- 
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126

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