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Greetings.
Who knows how to make with POV-Ray a cloudy planet surface and thin
atmosphere similar to that of the photo? I am in big need of a macro which
can do surfaces of planets (spheres). Who can help?
Sven
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Sven Littkowski wrote:
> Who can help?
God can (after all, He does raytracing in real time ;) ).
(Oh boy, now I *know* I've been reading these newsgroups too long).
Seriously, what you're asking is something that people have been trying
to accomplish for years. Anyway, I'd suggest adding some noise to a
sphere function and using an isosurface for the planet itself, and
encase it in a media object for the atmosphere. I couldn't say about
the specific settings, though.
...Chambers
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Sven Littkowski wrote:
> Greetings.
>
> Who knows how to make with POV-Ray a cloudy planet surface and thin
> atmosphere similar to that of the photo? I am in big need of a macro which
> can do surfaces of planets (spheres). Who can help?
>
> Sven
>
>
>
there is not really a readymade solution that can be just handed to you
there have been at least two investigations that I can remember into the
idea of creating an all in one macro or technique for the rendering of
an encompassing atmostphere that would produce both sunset and high noon
effects from the planet surface, and space shot effects too. Searching
the images group might turn those up, though they might be more purist
than you need. But it is something that POV-Ray should be capable of.
more pragmatically there is a nice summary of cloud techniques by Gilles
Tran at the bottom of his page
http://www.oyonale.com/ressources/english/sources13.htm
though again his context is more specifically landscapes from the planet
surface
you already know about Christoph Hormann's work and so probably have
read that he may be looking into the problem of creating such effects as
a possible future elaboration of his project
so we are all awaiting with interest the ingenuity that you may bring to
this ;)
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"Ben Chambers" <ben### [at] pacificwebguy com> schrieb im Newsbeitrag
news:4471f12c@news.povray.org...
> God can (after all, He does raytracing in real time ;) ).
> (Oh boy, now I *know* I've been reading these newsgroups too long).
Ehhh... Yes. You are right... Toooooo long... :-)
> Anyway, I'd suggest adding some noise to a sphere function and using an
> isosurface for the planet itself, and encase it in a media object for the
> atmosphere.
Yes, maybe. I just lack any experience with iso surfaces and media
objects...
Hmmm, since you talk about God... Do you think you want (surely not, but at
least I try) to try something like that?
(Oh boy, now I *know* I've been reading these newsgroups too long, as well).
Well-rendered greetings,
Sven
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A wah dat? Me and having ingenuity..?
Well, you believe things, I tell you... Ha ha! Well, I am not experienced at
all with how to make such an atmosphere. Ben Chambers (just above your reply
to my posting) mentioned a way, but I am not experienced with iso surfaces
nor with media. His idea sounds interesting, But I cannot work out such new
things...
I wished I could.
Sven
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Sven Littkowski wrote:
> "Ben Chambers" <ben### [at] pacificwebguy com> schrieb im Newsbeitrag
>>Anyway, I'd suggest adding some noise to a sphere function and using an
>>isosurface for the planet itself, and encase it in a media object for the
>>atmosphere.
>
>
> Yes, maybe. I just lack any experience with iso surfaces and media
> objects...
Here's a start.
The function:
#declare fn_planet = function {
sqrt( pow(x, 2) + pow(y, 2) + pow(z, 2) )
+ f_snoise3d(x/64, y/64, z/64)*4
+ f_snoise3d(x/32, y/32, z/32)*2
+ f_snoise3d(x/16, y/16, z/16)
+ f_snoise3d(x/8, y/8, z/8)/2
+ f_snoise3d(x/4, y/4, z/4)/4
+ f_snoise3d(x/2, y/2, z/2)/8
+ f_snoise3d(x, y, z)/16
- 100
}
Note: for effect I increased the bump sizes. For a realistic range of
heights, IIRC the largest should be *0.4 (not *4), and the scales would
decrease from there.
And the object itself:
isosurface {
function { fn_planet(x,y,z) }
threshold 0
evaluate 1, 1.2, 0.8
contained_by {sphere {0, 110} }
pigment {color rgb <0.8,.75,.6>}
}
If you want oceans, then this is a crude beginning:
sphere {
0, 99.75
pigment {color rgb z}
}
Vary the radius of the sphere to raise or lower the oceans (do it in
very small increments, though).
I'm still trying out some different media settings...
...Chambers
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