POV-Ray : Newsgroups : povray.text.scene-files : Mountain valley grass texture : Re: Mountain valley grass texture Server Time
28 Jul 2024 16:18:05 EDT (-0400)
  Re: Mountain valley grass texture  
From: Mick Hazelgrove
Date: 19 Feb 2002 12:50:29
Message: <3c729065@news.povray.org>
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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