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Hi
Gosh That's and old picture!
I use Jaimes layered planes method or media for clouds:
here's the plane method
#declare Cheight=2800;
#declare Bdist=30;
#declare Tdist=30;
#declare Nboxes=30;
#declare Count=1;
#while (Count<=Nboxes)
#declare CldtopCol = color rgbt<1,1,.9,.1>;
#declare BaseCol = color rgbt<.75,.6,.98,.125>*1.5;
#declare FBaseCol=BaseCol*(1-(Count/Nboxes))+CldtopCol*(Count/Nboxes);
box{<-100000,-0.0000001,-100000><10,0.0,100000>
texture{
pigment{
spotted
octaves 9
lambda 2.3
omega 0.575
turbulence 3
color_map{
[0.0 rgbt 1]
[0.5 rgbt 1]
[1.0 FBaseCol filter .75*(Count/Nboxes)]
}
scale 10000/2
scale <1.5,1,1>
}
translate <0,(Cheight+Tdist*Count),0>
}
translate <-2000,(Cheight+Bdist*Count),0>
finish{ambient .45+(1.25*((Count/Nboxes)/1.875)) specular 1}
rotate y*90
rotate x*2.5
hollow
}
#declare Count=Count+1;
#end
Here's an example of media clouds developed from code by Kevin Ellis:
#declare Rad = 2500000 / (2 * pi);
difference {
sphere { 0,Rad}
sphere {0,Rad-15000}
material{
texture{
pigment{ rgbf 1}
}
interior{
media{
scattering {2,<.01,.012,.01>/2.75 extinction 1/2.75 }
method 3
samples 15,15
intervals 1
density { //one
wrinkles
ramp_wave
color_map {
[0 rgb 0]
[0.4 rgb 0]
[0.6 rgb 0.275]
[1 rgb 0.475]
}//colmap
scale <10000,5000,9000>/1.5
rotate y*25
translate <1000,Rad-30000,0>
}//density
density {//2
marble
triangle_wave
turbulence 1.5
color_map {
[0 rgb 0]
[0.3 rgb 0] //was 3
[0.75 rgb 0.25] //0.2
[1 rgb 0.5] //0.4
}//colmap
scale <10000,5000,7500>*10 //10
rotate y*-25
translate <0,Rad-30000,0>
}//density
}//media
}//interior
}//material
hollow
rotate y*70
rotate z*15
translate <0,32000-Rad,0>
}//difference
Mick
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