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Sorry about, that thought I'd cancelled the post. You'll find it in p.t.s.f.
Mick
"Mick Hazelgrove" <mic### [at] mhazelgrovefsnetcouk> wrote in message
news:39a56c67@news.povray.org...
> Here's the code as promised - you'll see I havn't used the Cloud function
> but I've left it in for you to play with.
> I've annotated it as best I can.
>
> Mick
>
> #version unofficial MegaPov 0.5;
>
> #include "colors.inc"
>
> global_settings
> {
> assumed_gamma 1.0
> max_trace_level 255
> }
>
> // ----------------------------------------
> #declare Image_Length = 640;
> #declare Image_Height = 480;
>
> camera
> {
> location <0.0, 0, -25.0>
> direction 1.5*z
> right Image_Length/Image_Height*x
> up.6
> look_at <0.0, 5, 0.0>
> }
>
> sky_sphere
> {
> pigment
> {
> gradient y turbulence .3 lambda 3
> color_map { [0.0 color rgb <0,.45,.65>] [1.0 color rgb 1] }
> }
> }
>
> light_source{<0, 93000000,0> color rgb<1,.9,.775/1.125> rotate z*-45
rotate
> x*30} // change the highlight colour of the clouds
>
> // ----------------------------------------
>
> #declare R = seed(45376);
> #declare Dfoff = 1.5; file://was 1 higher bulks out clouds
> #declare FS = 1.25; // .5 wispy 2 very solid default 1
> #declare Int_F = 2; // should be 0 or 2 two more solid, rounder
>
> #declare Cloud_form = function { pigment {
> blob {
> sphere { <0,0,0>, 10, FS density_function Int_F, Dfoff }
> sphere { <1,8,0>, 5, FS density_function Int_F, Dfoff }
> sphere { <0, 0, 0>, 8, FS density_function Int_F, Dfoff scale <1, .7,
1>
> translate<6, 1, 1>}
> sphere { <0, 0, 0>, 6, FS density_function Int_F, Dfoff scale <1, .6,
1>
> translate<10, 4, -2> }
> sphere { <0,0,0>, 13, FS density_function Int_F,Dfoff scale <1, .5,
.6>
> translate<-10, 3, 4> }
> threshold 0.075 file://varying this produces some interesting
variations
> 0 to .05 to .2
> // 0 keeps media contained within the sphere?
> max_density 1//leave
> }
> color_map {
> [0 rgb 0]
> [1 rgb 1]// seems to break up cloud lower more broken up higher more
> solid(no higher than 1.1)
> }
> } }
>
> #declare Cloud_turb = function { pigment { file://Play with this to get
> best cloud quality
> granite
> file://warp{turbulence .25 octaves 3 omega .7 lambda .3}
> color_map {
> [0 rgb 0]
> [.325 rgb .8] // .375generally keep above .325
> [1 rgb .5] file://play with
> }
> scale 15 // size of turbulence 10 to 25
> } }
>
> #declare Cloud1 = function { max(0, Cloud_form -.6*(1-Cloud_turb) ) }
> file://#declare Cloud = function { min(Cloud1^.3, .07) } file://gives very
> hard edges and shapes I havn't used
>
> #declare Cloud_Mass =
> intersection {
> box { <-20, -15, -20>, <20, 20, 20> } // you can control the shape of
the
> base of the clouds with this
>
> blob {
> sphere { <0,0,0>, 10, 1 }
> sphere { <1,8,0>, 5, 1 }
> sphere { <0, 0, 0>, 8, 1 scale <1, .7, 1> translate <6, 1, 1>}
> sphere { <0, 0, 0>, 6, 1 scale <1, .6, 1> translate <10, 4, -2> }
> sphere { <0,0,0>, 13, 1 scale <1, .5, .6> translate <-10, 3, 4> }
> threshold .001
> }
>
> texture { pigment { color rgbf 1 }}
> interior {
> media {
> method 2
> intervals 3 file://3 for final?
> scattering { 5, color rgb <.14,.15,.14> extinction .6}//
eccentricity
> .2 } file://changes colour of clouds raising extinction Darkens Clouds
> density {
> function { Cloud1 }
> color_map {
> [0 color rgb 0]
> [1 color rgb .05]//was 1 lightens the contrast, the bigger the
> number the higher the contrast &
> file://the darker the base, more dramatic .01 whispy 1 too
> dark 0.05 good .075 darker
> }
> }
> }
> }
> scale 30
> hollow
> }
> // Comment out for a single cloud use object{Cloud_Mass translate <0,
1200,
> 2500>}
> #declare Xpos = -5000;
> #declare Zpos = 15000;
> #declare T = 0;
>
> #while (Zpos>1000)
>
> #declare Xpos = -5000;
>
> #while(Xpos<5000)
>
> object{Cloud_Mass translate <Xpos, 1200, Zpos> rotate y*rand(R)*360}
>
> #declare Xpos = Xpos+275;
> #end
>
> #declare Zpos = Zpos-300;
>
> #end
>
>
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