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Renderdog wrote:
>
> Wow, those are impressive images! I've never seen an image such as your
> Himalaya image, where you can see the curvature of the earth and the
> non-smoothness of the surface (mountains). It would make a great backdrop
> for an animation. I like the atmosphere also.
Thanks.
> How was the earth's surface modeled, as a triangle mesh or some other
> method?
A mesh would have taken way too much memory. Remember the whole earth
with 1km resolution in a regular lat/lon mesh would mean about 1.8 billion
triangles. A 45x45 degree tile still has 29 million vertices which (with
normal vectors) would use about 700 Mb (not counting the face and normal
indices!)
I used an isosurface with an image_map pigment function defining the
height of the terrain. This only uses 2 byte per pixel and nothing more
(about 56 Mb per tile for the height data).
> Another way to show the depths of the seas would be to color-code a smooth
> surface (deeper waters darker blue).
I have also made test with color depending on the height and without the
image_map texture. Will see if i can post some sample for that too.
> How long did it take to render? I've always been impressed with how fast
> POV-Ray can render huge files.
The whole image at 6400x4800 took about 1-2 days. The speed of rendering
an isosurface does not much depend on the detail level (although more
detailed data of course requires higher max_gradient).
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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