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I don't have the source at my fingertips right now, but it was basically
a combination of scattering media (type 1) and a complementing
absorption media (using a _nearly_ identical color to the scattering
media). If you will pardon some generic code, it was roughly as follows
sphere{
y-earth_radius+camera_position, earth_radius+scat_atmosphere_height
hollow
pigment{clear}}
interior{media{scattering{1 scat_color*scat_intensity, extinction 0}}}
}
sphere{
y-earth_radius+camera_position, earth_radius+absorp_atmosphere_height
hollow
pigment{clear}}
interior{media{absorption absorp_color*absorp_intensity}}}
}
Mind you, this is likely not the best nor final solution.
Abe
_Light_Beam_ wrote:
>
> Can we know the media you used to make this blue haze (source ?) Thanks.
>
> 3d3e04bb@news.povray.org...
> > Wow! Yet another render that cures our Terragen envy! :)
> >
> >
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