|
![](/i/fill.gif) |
"Ross Litscher" <lit### [at] osu edu> wrote in
news:3be1edad$1@news.povray.org:
> could you post the source for this? i tried for a long time to get a
> realistic scene like this, but i could not get the textures and
> lighting right.
Here's the source for everything except the ship. I've included addresses
for where you can download the image maps.
sphere
{
<-7500,20000,2e6>, 4000
/* get this map from http://www.mmedia.is/~bjj/data/venus/venus.jpg */
pigment {image_map {jpeg "venus.jpg" map_type 1 interpolate 2} rotate
x*-45}
normal {bump_map {jpeg "venus.jpg" map_type 1 interpolate 2 bump_size
2} rotate x*-45}
finish {diffuse 1}
}
union
{
#local R=5500*0.90;
sphere {<0,0,0>, R
/* Get this map from http://maps.jpl.nasa.gov/textures/mar0kuu2.jpg */
pigment {image_map {jpeg "mar0kuu2.jpg" map_type 1 interpolate 2}
rotate x*22.5}
normal
{
average
normal_map
{
[0 bump_map {jpeg "mar0kuu2.jpg" map_type 1 interpolate 2
bump_size -1.25} rotate x*22.5]
[1 wrinkles 1/75 scale 100]
}
}
finish {specular 0.075 diffuse 2}
}
#local R1=R*(5504/5500);
/* Atmosphere. Renders s l o w l y */
sphere {0,1
hollow
pigment {rgbf 1}
interior
{
#local D0 = density
{
granite
turbulence 1
density_map
{
[0.0 rgb 1]
[0.5 rgb 0.25]
[1.0 rgb 0]
}
scale <4,2,4>/4
}
#local D1 = density
{
granite
turbulence 1
density_map
{
[0.0 rgb 1]
[0.6 rgb 0.1]
[1.0 rgb 0]
}
scale 1/2
}
#local D2a = density
{
spiral1 4
turbulence 1
density_map
{
[0.0 rgb 0]
[0.5 rgb 1]
[1.0 rgb 0]
}
rotate x*90
}
#local D2 = density
{
gradient y
density_map
{
[0.00 rgb 0]
[1.00 D2a]
}
scale 1/2
}
media
{
method 3
scattering {4, ((<190,131,63>/255)*48)/R1}
density
{
gradient y
triangle_wave
density_map
{
[0.00 D0]
[0.25 D1]
[1.0 D2]
}
scale 2
}
}
}
rotate x*22.5
scale R1
}
translate y*(5500-R)
}
camera {location <1000,5500,-100000> look_at <1000,5500,0> angle 2}
light_source {<15,2,17>*1e6 color rgb 2 area_light <1,1,0>*2e6 <-1,-1,0>*
2e6 5,5 jitter circular orient adaptive 1}
Post a reply to this message
|
![](/i/fill.gif) |