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On 17-4-2012 21:09, Becraft, Robert wrote:
>
> I tried this Thomas... the scenes come out very grainy and dim. Even moving the
> Alt and Azm around, I couldn't get anything very good out of the render.
>
> The other link to Christoph's textures and such gave me a texture I used here...
>
>
I did not tell but should have mentioned: The code is for the LOTW
scenes which are oriented with the z-axis *up*!! So this code works for
those scenes but for the conventional left-handed POV-Ray scenes, you
have to switch "z" and "y". Also note that in order to keep the Sun
above the horizon you can either translate the Sun first in the +z
direction and use Alt as a negative multiplicator to x, or translate
towards -z and use Alt as a positive multiplicator to x. The reason why
I have chosen for a negative Alt here is because I also use SunPos.inc
which translates the Sun towards +z. Here is the relevant code for
left-handed scenes:
//start code
#declare fn_horizon=function { max(y, 0) }
#declare fn_sun=
function {
pattern {
spherical
scale 3
translate z
rotate -Alt*x
rotate Azm*y
}
}
light_source {
<0,0,0>
color SunColor
translate 10e5*z
rotate -Alt*x
rotate Azm*y
}
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*z
rotate -Alt*x
rotate Azm*y
}
//end code
Hope this helps
Thomas
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