POV-Ray : Newsgroups : povray.binaries.images : Planet-building: How to get realistic distribution of lowlands and mountains? Server Time
30 Jul 2024 08:21:00 EDT (-0400)
  Planet-building: How to get realistic distribution of lowlands and mountains? (Message 1 to 2 of 2)  
From: Jörg 'Yadgar' Bleimann
Subject: Planet-building: How to get realistic distribution of lowlands and mountains?
Date: 9 Jul 2012 20:06:31
Message: <4ffb7207@news.povray.org>
Hi(gh)!

I started designing an isosurface planet for my "Port Whatmough" city 
project... the land-sea ratio is quite what I aimed at, also the 
planet-wide elevation range (deepest point of the ocean ~-7500 m, 
highest mountain on land ~7200 m), but I wanted broader low plains 
(green in the cylindrical map generated from the isosurface) and 
mountain areas (orange to brown) mostly as ranges rather than massive 
plateaus.

Is it a matter of careful mixing pigment functions, e. g. using average? 
Which additional functions would you recommend?

Here is the isosurface code:

#declare S =                        // basic spherical shape
function { x*x + y*y + z*z -1 }

#declare Terrain_Part1_Function=
function
{
   pattern
   {
     crackle form <0, 0.3, 0>
     scale 10
     translate <2, 0, 0>
     turbulence 0.5
     octaves 8
     omega 0.6
     lambda 2.07
     poly_wave 0.53
   }
}

#declare Terrain_Function=
function { S(x, y, z) + Terrain_Part1_Function (x*5,y*5,z*5)*0.02  }

#declare Whatmough=
isosurface
{
   function { Terrain_Function(x, y, z) }
   contained_by
   {
       sphere { 0, 2 }
   }
   max_gradient 10
   // accuracy pow(10, -clock/25)
   double_illuminate
   texture { T_Whatmough }
   scale 5794
}

The ocean is an additional sphere with a radius of 5773.1.

See you in Khyberspace!

Yadgar

Now playing: The Hurt (Cat Stevens)


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Attachments:
Download '2012-07-04 whatmough, take 11.jpg' (20 KB) Download '2012-07-04 whatmough, take 12.jpg' (17 KB) Download '2012-07-07 whatmough, simple cylindrical map, no legend, take 1.png' (38 KB)

Preview of image '2012-07-04 whatmough, take 11.jpg'
2012-07-04 whatmough, take 11.jpg

Preview of image '2012-07-04 whatmough, take 12.jpg'
2012-07-04 whatmough, take 12.jpg

Preview of image '2012-07-07 whatmough, simple cylindrical map, no legend, take 1.png'
2012-07-07 whatmough, simple cylindrical map, no legend, take 1.png


 

From: Thomas de Groot
Subject: Re: Planet-building: How to get realistic distribution of lowlands andmountains?
Date: 10 Jul 2012 07:42:37
Message: <4ffc152d$1@news.povray.org>
There are at least two functions which are useful for building mountain 
ranges: f_hetero_mf() and especially f_ridged_mf(). You can /add/ those 
to your Terrain_Function.

Thomas




> Hi(gh)!
>
> I started designing an isosurface planet for my "Port Whatmough" city
> project... the land-sea ratio is quite what I aimed at, also the
> planet-wide elevation range (deepest point of the ocean ~-7500 m,
> highest mountain on land ~7200 m), but I wanted broader low plains
> (green in the cylindrical map generated from the isosurface) and
> mountain areas (orange to brown) mostly as ranges rather than massive
> plateaus.
>
> Is it a matter of careful mixing pigment functions, e. g. using average?
> Which additional functions would you recommend?
>


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