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"Mahalis" <don### [at] fakey com> wrote in message
news:3bfafcd0$1@news.povray.org...
> > a hazy surface
> > turbulenced colored bands
>
> media{/*your media here*/ density{gradient y turbulence 0.25 color_map{[0
> one color][0.25 another][0.5 etcetera]}}}
Well, a bit more to it if you want a atmosphere haze over the cloud bands.
You would make several predeclared density statements. One would be the
hazy layer density, which can simply be a density {rgb <0.1,0.2,0.3>} for
example. The others would be density {gradient y density_map {[0 rgb
<1,0.9,0.8>][1 rgb <1,0.9,0.8>]} turbulence <1,0.25,1> scale <0.25,2,0.25>
translate -y}, with whatever colors and number of entries you want for the
bands. The transformations there may need changing to suit your planet.
Then, you take those two densities and put it into the media statement's
density statement.
media {
// ...whatever...
density {spherical
density_map {
[0 Haze][0.1 Bands]
}}
}
Far as color goes, it's dependant on the type of media used. Scattering can
use a color vector too so it causes the density rgb values to change
accordingly. You'll probably need to double up on the media statement, one
with absorption and one with emission. That is to say, two media's within
the interior statement.
Hopefully I've described this right.
Bob H.
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