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Both spheres and sky_spheres interact correctly with radiosity, so it doesn't
matter which you use. But to layer clouds over a sky (which is what I think you
want to do) you can just use a layered pigment, something like this:
sky_sphere {
pigment {
//first layer
gradient y
color_map {
[0.0 color rgb < 0.880, 0.935, 0.976 >]
[0.2 color rgb < 0.300, 0.450, 0.950 >]
}
}
pigment {
//second layer, any transparent bits of this will let you see the first
layer
bozo
turbulence .5
scale <.3,.1,.3>
rotate x*180
colour_map {
[0.3 rgb 0.8]
[0.5 rgb 1 transmit 1]
}
}
}
--
Tek
http://www.evilsuperbrain.com
"David Wallace" <dar### [at] earthlink net> wrote in message
news:3f2916ef$1@news.povray.org...
> How do I set up a textured sky in such a way that radiosity will work with
> it? I can get a radiosity sphere right from the scene samples:
>
> sphere {
> <0, 0, 0>, 1
> texture {
> pigment {
> gradient y
> color_map {
> [0.0 color rgb < 0.880, 0.935, 0.976 >]
> [0.2 color rgb < 0.300, 0.450, 0.950 >]
> }
> }
> finish { diffuse 0 ambient 1 }
> }
> hollow on
> no_shadow
> scale 30000
> }
>
> I also learned how to set up a textured sky_sphere:
>
> #declare Sky1 = pigment { image_map { png "skyday9.png" interpolate 2 }
> scale <.15,.5,.15> }
>
> #declare Sky = sky_sphere {
> pigment {
> Sky1
> warp{
> spherical
> orientation z
> dist_exp 1
> }
> rotate x*180
> }
> }
>
> Now how do I put these two great tastes together to make some awesome eye
> candy?
>
>
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