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Hello,
Here are some skies I made way back in 1999-2000, they aren't anything fancy
like the media skies I've seen people make...but I like them. So here they
are, in all of their unhallowed darkness.
BTW S_S3 is a darker version of S_S1, and S_S2 has some options in the .inc
file. I might actually improve/finish these if people actually like them.
You will find the source in p.b.s-f.
As a side note...is it possible to turn these into media skies?
ian
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Attachments:
Download 'S_S3.jpg' (48 KB)
Download 'S_S2.jpg' (70 KB)
Preview of image 'S_S3.jpg'
Preview of image 'S_S2.jpg'
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"[GDS|Entropy]" <gds### [at] hotmailcom> wrote in message
news:498a1e72@news.povray.org...
>
> Here are some skies I made way back in 1999-2000, they aren't anything
> fancy like the media skies I've seen people make...but I like them. So
> here they are, in all of their unhallowed darkness.
From the good ol' days... ;)
> BTW S_S3 is a darker version of S_S1, and S_S2 has some options in the
> .inc file. I might actually improve/finish these if people actually like
> them.
>
> You will find the source in p.b.s-f.
> As a side note...is it possible to turn these into media skies?
Not sure putting orthographic images of each textured plane into DF3 would
have the same appearance but that's all I can think of.
Media may be slow but I sure like it for clouds. I just now tried putting a
simple cloudy sky together and got this somewhat stormy scene (small image
attached rendered 2m 30s on AMD dual core 2.0 GHz so isn't fast of course):
/* BEGIN */
#declare CloudsLow=
density{bozo turbulence 0.5
density_map{[0 rgb <0.7,0.9,1>][0.5 rgb <0.8,0.9,1>][0.55 rgb 0]}}
#declare CloudsHigh=
density{bozo turbulence 0.5
density_map{[0 rgb 1][0.5 rgb <0.99,0.99,0.9>*2][0.525 rgb 0]}}
intersection
{
plane{-y,0}
plane{y,1}
// plane{-z,-5}
pigment{rgbt 1}
interior{
media{
samples 20 // could need more
absorption <0.5,0.45,0.4>/2
scattering{1,<0.4,0.45,0.5>*2}
density{
gradient y
density_map{
[0 rgb 0]
[0.1 CloudsLow]
[0.5 CloudsHigh]
[1 rgb 0]
}
ramp_wave
}
}
}
rotate 5*x
translate 3*y
hollow on
}
light_source{<100,100,-100>,1}
camera{location -z/2 look_at y/8}
sky_sphere{
pigment{gradient y
color_map{[0 rgb <0.8,0.7,0.6>][1 rgb <0.2,0.5,0.8>]}
rotate 5*x
}}
fog{fog_type 2 color <0.5,0.45,0.4> distance 5 fog_alt 0.1 fog_offset -0.1}
plane{y,-0.1 pigment {bozo}}
/* END */
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Attachments:
Download 'media clouds test.jpg' (18 KB)
Preview of image 'media clouds test.jpg'
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"Bob" <omniverse*charter!net> wrote in message
news:498abe8d@news.povray.org...
> From the good ol' days... ;)
Indeed! I remember Paul Dawsons PTD_Tree file, it was my first usage of a
pov tree! ;-p (I actually have both ptdtree versions still)
Of course Sonja Roberts Pyr_Cube and tree aren't to be forgotten, then there
was as well the cbraid.inc, dejong box, pyramid.inc, etc... *gets all
nostalgic for pov 3, halo, and etc..*
> Not sure putting orthographic images of each textured plane into DF3 would
> have the same appearance but that's all I can think of.
>
> Media may be slow but I sure like it for clouds. I just now tried putting
> a
> simple cloudy sky together and got this somewhat stormy scene (small image
> attached rendered 2m 30s on AMD dual core 2.0 GHz so isn't fast of
> course):
Well I will give your method a try on my S_S skies then! :-D
ian
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