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3 Oct 2024 19:19:31 EDT (-0400)
  Noisy planet (Message 1 to 5 of 5)  
From: Greg M  Johnson
Subject: Noisy planet
Date: 31 Dec 1999 18:58:32
Message: <386d4328@news.povray.org>
Here is an image I did a few weeks ago playing around with the noise3d
function and isosurfaces to make a planet.  The water texture could use
some work, as I guess you really cannot see how deep the ocean is at
every point from the moon...


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isonoise12.jpg


 

From: mr art
Subject: Re: Noisy planet
Date: 1 Jan 2000 10:48:12
Message: <386E21A9.8723E5D5@gci.net>
Looks good enough for a sci-fi movie.
Keep up the good work.

"Greg M. Johnson" wrote:
> 
> Here is an image I did a few weeks ago playing around with the noise3d
> function and isosurfaces to make a planet.  The water texture could use
> some work, as I guess you really cannot see how deep the ocean is at
> every point from the moon...
> 
>   ------------------------------------------------------------------------
>  [Image]


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From: John VanSickle
Subject: Re: Noisy planet
Date: 3 Jan 2000 19:47:18
Message: <387144C4.506FFA81@erols.com>
#declare Pedantic=true;

It is really not necessary to use a special shape to model an entire
planet.  Earth's tallest mountain (Mt. Everest) is 8848 meters high; the
radius of the Earth is about 6366 kilometers.  On an 800x600 image
depicting the entire planet, situated such that Everest was on the very
edge of the disk, the height of the mountain would be about
300*8848/6000000 = roughly .41 pixels.  Anti-aliasing will turn this
into a bit of fuzz at the edge of the disk.

To get the shadows of mountains, use a normal pattern in the texture.

#declare Pedantic=false;

Sorry, couldn't help myself.

Regards,
John


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From: Greg M  Johnson
Subject: Re: Noisy planet
Date: 4 Jan 2000 07:21:56
Message: <3871E51F.CDED1150@my-dejanews.com>
No prob. I was trying to get a fractal-looking edge to thr continents.

BTW: you mean those 30 cm  globes from elementary school  with 2 mm mountain
range bumps on them are exaggerated!?!

John VanSickle wrote:

> #declare Pedantic=true;
>
> It is really not necessary to use a special shape to model an entire
> planet.  Earth's tallest mountain (Mt. Everest) is 8848 meters high; the
> radius of the Earth is about 6366 kilometers.  On an 800x600 image
> depicting the entire planet, situated such that Everest was on the very
> edge of the disk, the height of the mountain would be about
> 300*8848/6000000 = roughly .41 pixels.  Anti-aliasing will turn this
> into a bit of fuzz at the edge of the disk.
>
> To get the shadows of mountains, use a normal pattern in the texture.
>
> #declare Pedantic=false;
>
> Sorry, couldn't help myself.
>
> Regards,
> John


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From: Mike Williams
Subject: Re: Noisy planet
Date: 4 Jan 2000 13:24:58
Message: <kw4eDTAbcbc4EwOn@econym.demon.co.uk>
Wasn't it John VanSickle who wrote:
>#declare Pedantic=true;
>
>It is really not necessary to use a special shape to model an entire
>planet.  Earth's tallest mountain (Mt. Everest) is 8848 meters high; the
>radius of the Earth is about 6366 kilometers.  On an 800x600 image
>depicting the entire planet, situated such that Everest was on the very
>edge of the disk, the height of the mountain would be about
>300*8848/6000000 = roughly .41 pixels.  Anti-aliasing will turn this
>into a bit of fuzz at the edge of the disk.
>
>To get the shadows of mountains, use a normal pattern in the texture.

However, if you attempt to render the Moon with only a normal pattern
you'll get a result that shows a clearly unrealistic terminator line.

The tip of a mountain on the equator that's half a pixel high will still
be in sunlight when it's 4 degrees (acos(800/800.5)), past the
terminator. That's a clearly visible 18 pixels. Normals don't cope with
this effect, and plunges the mountain into darkness exactly at the
terminator.

E.g. in this example, which admittedly has mountains a little higher to
exaggerate the effect, exactly half of the moon is illuminated, and
you'll see a very artificial looking straight shadow line. 

camera { location  <0, 0, -2.5> look_at <0, 0, 0>}

light_source {<-1000,0,-0> colour rgb 1}

sphere {<0,0,0> 1 pigment {rgb 0.9}
  normal {granite
    scale 0.5
    slope_map{
      [0 <1,1>]
      [1 <0,0>]
    }
  } 
}

>#declare Pedantic=false;

-- 
Mike Williams + #
Gentleman of Leisure


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