POV-Ray : Newsgroups : povray.binaries.images : M over P - 1 attachment : Re: M over P - revision 2 Server Time
17 Aug 2024 12:19:32 EDT (-0400)
  Re: M over P - revision 2  
From: Coridon Henshaw
Date: 1 Nov 2001 20:13:26
Message: <Xns914CCDBAD4854CQ@204.213.191.226>
"Ross Litscher" <lit### [at] osuedu> 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}


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