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Update (just managed to catch the dawn light on the trees!), with some
vastly improved textures (not that you can see them because it's so
dark). There are three problems:
(a) nasty aliasing in the waves at the bottom --- I suspect this only
shows up because it's a 400x300 test render, but is there a good way to
make this look less bad in general?
(b) the Earth's gone brown --- this *might* be a real effect; I think
the sky is sucking the blue out of it;
(c) unpleasant banding in the sky.
The sky is a relatively straightforward Rayleigh media stolen from the
Terrapov project; code follows. Any suggestions on how to fix the
banding? I'm *this* close to doing a final render for someone...
#local Bottom_Of_Atmosphere = Nominal_Terrain_Radius + Atmosphere_Base;
#local Top_Of_Atmosphere = Bottom_Of_Atmosphere
+ Atmospheric_Depth;
#local Base_Rayleigh_Power = 6.7;
#local Rayleigh_Factor = 1 / Atmospheric_Scale;
#local Rayleigh_Scale = 0.5;
#local Rayleigh_Power = Base_Rayleigh_Power * Rayleigh_Factor;
#local Rayleigh_Density =
density {
#local height_from_centre =
function(x, y, z) {
sqrt(x*x + y*y + z*z)
}
#local height_from_surface =
function(x, y, z) {
height_from_centre(x, y, z) - Bottom_Of_Atmosphere
}
#local gravity_factor =
function(x, y, z) {
(1/3) * Bottom_Of_Atmosphere / height_from_centre(x, y, z)
}
function
{
Rayleigh_Scale * exp(-Rayleigh_Power * height_from_surface(x, y, z)
)
}
}
#local Rayleigh_Colour = rgb <0.2061, 0.3933, 1.0>;
#local Rayleigh_Media =
media {
method 3
samples 31
scattering {
RAYLEIGH_SCATTERING
color 2.3 * Rayleigh_Colour / Atmospheric_Scale
extinction 1
}
density {
Rayleigh_Density
}
}
#local Sky_Object =
difference {
sphere {
<0, 0, 0>, Top_Of_Atmosphere
}
sphere {
<0, 0, 0>, Bottom_Of_Atmosphere
}
pigment {
rgbt 1
}
hollow
interior
{
media
{
Rayleigh_Media
}
}
}
--
┌─── dg@cowlark.com ─────
http://www.cowlark.com ─────
│ "There does not now, nor will there ever, exist a programming
│ language in which it is the least bit hard to write bad programs." ---
│ Flon's Axiom
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