POV-Ray : Newsgroups : povray.binaries.images : Nuke_um ! : Re: Nuke_um ! Server Time
4 Oct 2024 11:18:57 EDT (-0400)
  Re: Nuke_um !  
From: Bob Hughes
Date: 20 Apr 1999 07:14:23
Message: <371C533D.B0F28C62@aol.com>
I thought that looked wrong somehow, see it correctly now.
The lathe is great though, it's more the problem with getting a
turbulent look with media that makes it difficult to use. This is a
classic example of how well a turbulence for objects themselves would be
of good use.
Well, I actually meant to add that script in with my uploaded image,
slipped my mind, as I hastily ran through all these posts and replies at
n.p.o.
So I was thinking of emailing it to you, signed off before writing the
email. Now I can get it put here (watch out for line wrap) and you'll
see just how sloppy my pov making can be.

//BEGIN

 global_settings {
 max_trace_level 10
}
camera {location<0,0,-9> look_at y*2.5}

//sphere {0,1 pigment {rgb 1}}  //measuring stick used to judge size

//ground
plane {y,.125 pigment {rgb<.8,.7,.5>} finish {ambient .3 diffuse .7
phong .5 phong_size 1} rotate -3*x}

// evening
sky_sphere { //0,1 hollow //if sphere instead
  pigment {
    gradient y
color_map { [0.0 color rgb<0.9,0.5,0.475>] [1.0 color
rgb<0.2,0.45,0.65>] }
  } //finish {ambient .75 diffuse .25}  //if sphere
  //scale 100  //if sphere
}

  #declare Shroom =
  lathe{
  quadratic_spline
  40,
  <0.0000,0.0000>,<0.7501,0.0000>,<0.7500,0.0000>,<0.7908,0.0102>,
  <0.8266,0.0408>,<0.8266,0.0918>,<0.7960,0.1530>,<0.7448,0.1938>,
  <0.6734,0.1938>,<0.5868,0.1734>,<0.4846,0.1836>,<0.4286,0.1734>,
  <0.4030,0.1326>,<0.3520,0.1020>,<0.2756,0.0816>,<0.2244,0.1122>,
  <0.1990,0.1734>,<0.1480,0.2756>,<0.1276,0.4286>,<0.1122,0.6836>,
  <0.0920,1.0000>,<0.0920,1.1836>,<0.0970,1.2654>,<0.1224,1.1530>,
  <0.1428,1.1224>,<0.1990,1.0714>,<0.2756,1.0408>,<0.3776,1.0612>,
  <0.4488,1.1020>,<0.5154,1.2040>,<0.5460,1.3674>,<0.5106,1.5200>,
  <0.4494,1.5716>,<0.3780,1.6024>,<0.3522,1.6134>,<0.3060,1.6236>,
  <0.2644,1.6340>,<0.1480,1.6444>,<0.0714,1.6546>,<0.0102,1.6656>
  sturm hollow }
 
#declare DD=.125  //emission and absorption multiplier
#declare D=3  //densities multiplier

//the blast cloud
#declare Nuke =
union {
  object { Shroom pigment{rgbf 1}  //capable of shadow
    interior {
      media {
       absorption <.4,.5,.6>*.75*DD
       emission rgb <.6,.5,.4>*.33*DD
        scattering { 2, rgb <1,.9,.8>*.125*DD extinction .1 }
         density { spherical frequency 4 color_map { [.1 rgb
<.5,.35,.25>*2*D][.5 rgb <1,1,1>*2*D] }
           scale 1
            warp { turbulence .6 lambda 2 omega 1.0 octaves 4 }
            rotate 0*-y translate 3*y
          } // end of density
         density { cylindrical frequency 2 color_map { [.3 rgb
<1.5,1.25,1.25>*3*D][.6 rgb <.15,.1,.125>*6*D] }
           scale .15
            warp { turbulence .9 lambda 2 omega 1.0 octaves 4 }
            rotate 0*-y //translate 2*z
          } // end of density
         density { gradient y frequency -2 color_map { [.3 rgb
<1.25,1.25,1.5>*.5*D][.6 rgb <.125,.1,.15>*1.5*D] }
           scale 3
            warp { turbulence .9 lambda 2 omega 1.0 octaves 4 }
            rotate 0*-y translate -3*y
          } // end of density
         intervals 6
           samples 1, 1
          variance 0.1
        confidence 0.9  
       } // end of media
      media {
       absorption <.4,.5,.6>*1*DD
       //emission rgb <.6,.5,.4>*.25*DD
        //scattering { 2, rgb <1,.9,.8>*.125*DD extinction .1 }
         density { spherical frequency -4 color_map { [.1 rgb
<.5,.35,.25>*2*D][.5 rgb <1,1,1>*2*D] }
           scale .1
            warp { turbulence .6 lambda 2 omega 1.0 octaves 4 }
            rotate 0*-y translate 3*y
          } // end of density
         density { cylindrical frequency -2 color_map { [.3 rgb
<1.5,1.25,1.25>*3*D][.6 rgb <.15,.1,.125>*6*D] }
           scale .015
            warp { turbulence .9 lambda 2 omega 1.0 octaves 4 }
            rotate 0*-y //translate 2*z
          } // end of density
         density { gradient y frequency 2 color_map { [.3 rgb
<1.25,1.25,1.5>*.5*D][.6 rgb <.125,.1,.15>*1.5*D] }
           scale .3
            warp { turbulence .9 lambda 2 omega 1.0 octaves 4 }
            rotate 0*-y translate -3*y
          } // end of density
         intervals 3
           samples 1, 1
          variance 0.1
        confidence 0.9  
       } // end of media
      } // end of interior
     scale 3
   // rotate y*120
  } // end of object

/*
#declare DD2=.25  //emission and absorption multiplier
#declare D2=2.25  //densities multiplier

//interior //not used
  object { Shroom pigment{rgbt 1}
    interior {
      media {
       absorption <.3,.5,.7>*.75*DD2
       emission rgb <.7,.55,.45>*.25*DD2
        scattering { 3, rgb <1,.9,.8>*.125*DD2 extinction .2 }
         density { spherical frequency 4 color_map { [.1 rgb
<.5,.5,.5>*2*D2][.5 rgb <1,1,1>*2*D2] }
           scale 1
            warp { turbulence .6 lambda 2 omega 1.0 octaves 4 }
            rotate 0*-y translate 3*y
          } // end of density
         density { cylindrical frequency 2 color_map { [.3 rgb
<1.5,1.5,1.5>*3*D2][.6 rgb <.1,.1,.1>*6*D2] }
           scale .15
            warp { turbulence .9 lambda 2 omega 1.0 octaves 4 }
            rotate 0*-y //translate 2*z
          } // end of density
         density { gradient y frequency -2 color_map { [.3 rgb
<1.5,1.5,1.5>*.5*D2][.6 rgb <.1,.1,.1>*1.5*D2] }
           scale 3
            warp { turbulence .9 lambda 2 omega 1.0 octaves 4 }
            rotate 0*-y translate -3*y
          } // end of density
         intervals 2
           samples 1, 4
          variance 0.01
        confidence 0.9  
      } // end of media
      fade_distance 2 fade_power 1
      } // end of interior
     scale <2.9,2.9,2.9>
   // rotate y*120
  } // end of object
*/

//internal light
light_source {<0,4,0> color rgb <1.5,1.45,1.4>*.66
	area_light <3,0,0>,<0,0,3>,3,3 jitter adaptive 0
	fade_distance 4 fade_power 2
	media_attenuation on
}
light_source {<0,5,0> color rgb <1.5,1.25,1.2>*.5
	//area_light <3,0,0>,<0,0,3>,3,3 jitter adaptive 0
	spotlight point_at 0 radius 15 falloff 30 tightness 1
	fade_distance 3 fade_power 3
	media_attenuation on
}

//air cloud
torus {4,1 hollow scale <1,.25,1>
	texture {
		pigment {spherical frequency 2.9 //rgbt 1}}
			color_map {
				[0 color rgbf 1]
				[.4 color rgbf <1.1,1,1,.7>]
				[.7 color rgbf <1.05,1,1,.4>]
				[1 color rgbf <1,1,1,.9>]
		} scale 5.05 } finish {ambient .66 diffuse 1 phong .1 phong_size 10}
		}
     translate 5*y
}

//ground cloud
difference {
torus {4,.5 hollow scale <1,.75,1>}
torus {4,.5 scale <.9,1,.9> translate .25*y}
	texture {
		pigment {spherical frequency 2.9 turbulence .1 lambda 2 omega 1 //rgbt
1}}
			color_map {
				[0 color rgbf 1]
				[.4 color rgbf <1,.9,.95,.8>]
				[.7 color rgbf <1,.925,.9,.6>]
				[1 color rgbf <1,1,1,1>]
		} scale 5.05 } finish {ambient .75 diffuse 1}
		}
   scale <.95,.33,.95> rotate -3*x translate .125*y
}

//shockwave
difference {
torus {4,.5 hollow scale <1,.75,1>}
torus {4,.5 scale <.9,1,.9> translate .25*y}
	texture {
		pigment {spherical frequency 2.9 turbulence .02 lambda 1.75 omega 1.5
//rgbt 1}}
			color_map {
				[0 color rgbf 1]
				[.6 color rgbf <1,.925,.95,.85>]
				[.7 color rgbf <1,.95,.975,.65>]
				[1 color rgbf <1,1,1,.95>]
		} scale 5.05 } finish {ambient .75 diffuse 1}
	}
	interior {ior 1.01}
   scale <.95,.125,.95>*1.75 rotate -3*x translate .125*y
}

}  //end union

Nuke  //the main blast cloud

//END


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 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
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