POV-Ray : Newsgroups : povray.newusers : Which is he best way to model the sun? : Re: Which is he best way to model the sun? Server Time
2 Nov 2024 15:23:15 EDT (-0400)
  Re: Which is he best way to model the sun?  
From: Tom Melly
Date: 16 Dec 2003 09:21:07
Message: <3fdf14d3$1@news.povray.org>
"Apollo16" <kki### [at] earthlinknet> wrote in message
news:3FD### [at] earthlinknet...
> The subject line says it all. Which is the best way to model the sun?
> Ideally, I would like to be able to model the sun in the IR, visible, UV
> and X-ray. Eventually, I would like to morph between these wavelengths
> in an animation. Here is an example photo:
>
> http://antwrp.gsfc.nasa.gov/apod/ap010419.html
>

All pov images output UV and X-rays - this is why you have to confirm "I am not
a pregnant woman" before installing...

Seriously though, pov cannot model a 'sun' - i.e. you can't construct an object
using atomic physics - all you can do is create something that looks like a sun.

So, ignoring the stuff about animating the scene, and also the stuff about
magnetic field lines for a later date....

Sun surface - well you could use media, but essentially the visible surface can
be rendered as a texture
Sun corona - for this you will want to use media.

Try playing around with something like this:

#version 3.5;

#include "colors.inc"

global_settings {
  assumed_gamma 1.0
}

camera {
  location  <0.0, 0.0, -3.0>
  look_at   <0.0, 0.0,  0.0>
}

#declare SPig1_1 =
pigment{
  granite scale 1/8
  pigment_map{
    [0.0 rgb<164/255,20/255,0/255>]
    [0.3 rgb<150/255,10/255,0/255>]
    [0.8 rgb<150/255,10/255,0/255>]
    [1.0 rgb<164/255,20/255,0/255>]
  }
}

#declare SPig1_2 =
pigment{
  granite scale 1/8
  pigment_map{
    [0.0 rgb<194/255,50/255,0/255>]
    [0.4 rgb<241/255,86/255,4/255>]
    [0.7 rgb<255/255,155/255,37/255>]
    [1.0 rgb<194/255,50/255,0/255>]
  }
}

#declare SPig1_3 =
pigment{
  granite scale 1/8
  pigment_map{
    [0.0 rgb<241/255,86/255,4/255>]
    [0.5 rgb<255/255,155/255,37/255>]
    [1.0 rgb<241/255,86/255,4/255>]
  }
}

#declare SPig1 =
pigment{
  granite scale 1
  pigment_map{
    [0.2 SPig1_1]
    [0.5 SPig1_2]
    [0.7 SPig1_3]
    [0.8 rgb<255/255,244/255,230/255>]
  }
}

#declare STex1 =
texture{
  pigment{
    SPig1
  }
  finish{ambient 1}
}

// sun surface object
sphere{
  0, 1
  texture{
    STex1
  }
}

#declare SInt1 =
interior{
  media{
    method 3
    emission rgb<1.00,0.1,0.0>*5
    density{spherical scale 1.25 turbulence 0.1}
    density{agate scale 0.25 color_map{[0.8 rgb 0][0.9 rgb 1]}}
  }
  media{
    method 3
    emission rgb<1.00,0.1,0.0>*1
    density{spherical scale 1.15 turbulence 0.0}
  }
}

// corona object
sphere{
  0,1.5
  hollow
  pigment{rgbf 1}
  interior{SInt1}
}


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