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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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"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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