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Hi Trevor,
many thanks for your code. I might just do it and try it out. But it seems,
I found a good solution on my own. Right now I am rendering a 6400x4800
pixels image of the Earth, with improved features.
I made some really good changes to the nightside lights - they are now much
more descent (it really needs such a big resolution to see them - just as in
nature), and they are now only visible at the nightside because of their
ambient value and because of their colors. Was a tricky thing, but it works
now.
As soon as the render has completed, I am going to post that image here.
Greetings,
Sven
"Trevor G Quayle" <Tin### [at] hotmailcom> schrieb im Newsbeitrag
news:447bd2ba$1@news.povray.org...
>
> "Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
> news:447b250a@news.povray.org...
>> Planet Earth, latest version. Atmosphere, 3D clouds, 3D continents,
>> lights. Question: how to limit lights to only the nightside? Sven
>>
>
> Try playing with this and adapt it to your needs. It basically uses the
> object pattern with a plane oriented to the direction of the sun. Inside
> the plane (away from the sun) the Earth light image map is used, outside
> the
> plane (toward the sun) the texture is transparent.
>
> //start
> global_settings {
> assumed_gamma 1
> max_trace_level 10 }
>
> camera{
> up y
> right x*image_width/image_height
> angle 60
> location <30,30,30>
> look_at 0
> }
>
> #local SunLoc= <-500,0,100>; //Sun location
>
> light_source { SunLoc rgb 1 } //Sun
>
> sphere{0 9.9999 //planet below
> pigment {rgb <0,0,1>}
> finish {ambient 0 diffuse 1}
> }
>
> #local Lights=
> texture{
> pigment {image_map {png "Earth_Lights.png" interpolate 4 map_type 1}}
> finish {ambient 4 diffuse 0}
> }
>
>
> #local NoLights=
> texture{
> pigment {rgbt 1}
> finish {ambient 1 diffuse 0}
> }
>
>
> #local OBJ=plane {SunLoc 0}
>
> sphere{0 10
> texture {
> object{
> OBJ
> texture{NoLights}
> texture{Lights}
> }
> }
> }
> //end
>
> -tgq
>
>
>
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