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On 14-4-2012 8:33, Norbert Kern wrote:
> look at the old LOTW2 project pages of Christoph Hormann
> (http://www.imagico.de/lotw2/history.php).
> Here you can find tons of nice procedural textures - but you have to extract the
> texture definitions from the files and includes...
>
Nice to play again with those landscapes. They stimulate ideas for
future scenes.
I have "improved" the sky/Sun code for the LOTW scenes (see image
below). The following code can be used for all of them I suppose, just
copy and past the relevant section in the LOTW scene files. You need the
CIE.inc file though, which can be found here:
http://www.ignorancia.org/en/index.php?page=Lightsys
//start code
// --- part written by skies.inc ---
// ----------------------------------------
// >>>> skysphere sky <<<<
// ----------------------------------------
#include "CIE.inc"
#declare SunColor = Blackbody(2800)*1; //2800=red; 7500=white blue
#declare Azm = 20;
#declare Alt = 5;
#declare fn_horizon=function { max(z, 0) }
#declare fn_sun=
function {
pattern {
spherical
scale 3
translate y
rotate x*Alt
rotate z*Azm
}
}
sky_sphere {
pigment {
function { pow(fn_horizon(x,y,z)*(1-fn_sun(x,y,z)), 0.400) }
color_map {
[0.000 color SunColor]
[0.426 color rgb <0.200, 0.300, 0.800>]
}
}
}
// --- part written by lighting.inc ---
light_source {
<0,0,0>
color SunColor
translate 10e5*y
rotate x*Alt
rotate z*Azm
}
sphere {
0, 1
hollow on
no_shadow
pigment { rgbt 1 }
interior {
media {
emission SunColor/1000
density {
spherical
poly_wave 4
density_map {
[0.0 rgb 0]
[0.5 color rgb <0.3, 0.3, 0.3>]
[1.0 color rgb <1, 1, 1>]
}
}
samples 100 confidence .1
}
}
scale 24000
translate 10e5*y
rotate x*Alt
rotate z*Azm
}
//end code
Enjoy!
Thomas
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