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Media is easy to get not bad result, but still have some limit.
This time I used the correct scattering color of cloud, and added some emission
to simulate multiple scattering effect(emission strength should proportion to
the sun power) , emission color I just guess.
For this cloud size this simulation is not bad.
Post a reply to this message
Attachments:
Download 'media 4 top_view.png' (154 KB)
Preview of image 'media 4 top_view.png'

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"And" <49341109@ntnu.edu.tw> wrote:
> I tried rendering cloud these days.
> Using media is easy to get not bad result.
>
> This picture is subsurface material version. When translucency rise. It is not
> like cloud enough. I'm not very knowing why. Cause when cloud is not dense it
> should like be.
This is a cotton candy machine :)
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bottom view:
Post a reply to this message
Attachments:
Download 'media 4 bottom_view.png' (132 KB)
Preview of image 'media 4 bottom_view.png'

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"And" <49341109@ntnu.edu.tw> wrote:
> Then change to media:
This is a hammer mill pulverizing plastic or mica
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"And" <49341109@ntnu.edu.tw> wrote:
> Media is easy to get not bad result, but still have some limit.
> This time I used the correct scattering color of cloud, and added some emission
> to simulate multiple scattering effect(emission strength should proportion to
> the sun power) , emission color I just guess.
>
> For this cloud size this simulation is not bad.
This looks much better as clouds :)
I like all of your previous attempts - they are useful for other types of
materials being modeled. You should save / post the parameters for those
results for future reference.
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clipka <ano### [at] anonymous org> wrote:
> Am 30.11.2017 um 17:14 schrieb And:
>
> > This picture is subsurface material version. When translucency rise. It is not
> > like cloud enough. I'm not very knowing why. Cause when cloud is not dense it
> > should like be.
>
> My best guess is that it doesn't look anything like clouds because in
> clouds you have a somewhat gradual change in the density of water
> droplets, whereas the subsurface light transport model is designed for
> cases where the density of the scattering agent changes abruptly at a
> well-defined surface.
>
> Directionality of scattering may also play a role (POV-Ray's current
> implementation only supports isotropic scattering), but I don't think it
> matters much in this case.
I can only guess like this
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"Bald Eagle" <cre### [at] netscape net> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > Media is easy to get not bad result, but still have some limit.
> > This time I used the correct scattering color of cloud, and added some emission
> > to simulate multiple scattering effect(emission strength should proportion to
> > the sun power) , emission color I just guess.
> >
> > For this cloud size this simulation is not bad.
>
> This looks much better as clouds :)
> I like all of your previous attempts - they are useful for other types of
> materials being modeled. You should save / post the parameters for those
> results for future reference.
Sure I may
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"And" <49341109@ntnu.edu.tw> wrote:
> Media is easy to get not bad result, but still have some limit.
> This time I used the correct scattering color of cloud, and added some emission
> to simulate multiple scattering effect(emission strength should proportion to
> the sun power) , emission color I just guess.
>
> For this cloud size this simulation is not bad.
#version 3.7;
global_settings{
max_trace_level 3
assumed_gamma 1.0
adc_bailout 0.007
mm_per_unit 1000 //important for subsurface
radiosity{
pretrace_start 64/image_width
pretrace_end 4/image_width
count 60
nearest_count 6
error_bound 0.64
recursion_limit 8
low_error_factor 0.5
gray_threshold 0.0
brightness 1
media on
}
}
default{
texture{
pigment {rgb<0.2,0.2,0.2>}
finish{ambient 0 diffuse 0}
}
}
//---------------------background------------------------
background{rgb <0,0,0>}
//-------------------settings--------------------------------
//--------------------light source-----------------------------
light_source {
<-4, -2.5, 4>*100
color rgb <1.0, 0.88, 0.76>*1.75
parallel
point_at <0.0, 0.0, 0.0>
rotate <0,0,106>
}
sky_sphere{
pigment {rgb <0.35,0.55,1>*0.6}
}
//------------------------------------------
//My render is z toward sky, xy horizon
camera{
location <0,0,24>+<4, 2.5, -4>*2+<1,0,0>
look_at <0, 0, 10>
right <-4/3,0,0>
sky <0,0,1>
angle 48
}
//----------------------------------------
//----------------ground------------------------
#declare t_soil1=
texture{
pigment{rgb<0.2,0.164,0.1>*0.8}
finish{ambient 0 diffuse 1}
}
plane{
<0,0,1>,0
texture{t_soil1}
}
//--------------------cloud----------------------
#include "functions.inc"
#declare f_test =
function(x,y,z) {
0.36*sum(i, 0, 4, pow(abs(f_noise3d(x*pow(2, i)/0.4, y*pow(2, i)/0.4, z*pow(2,
i)/0.4)), 2.5)/pow(2.0, i) )
}
#declare f_cloud_base =
function(x,y,z) {
0.5 - f_test(x,y,z)*3*3*z*exp(-3*z) - 0.32*3*3*z*exp(-3*z)
}
#declare dens_cloud =
density{
function{0.5 - 0.2*f_cloud_base(x,y,z)}
color_map{
[0 rgb 0]
[0.5 rgb 0]
[0.6 rgb 1]
[1 rgb 1]
}
}
box{
<-2.0, -2.0, 0.0>, <2.0, 2.0, 1.0>
hollow
material{
texture{
pigment{rgbt<0,0,0,1>}
finish{ambient 0 diffuse 0}
}
interior {
media{
samples 16
emission rgb<3.73, 2.92*0.75, 2.78*0.65 >*4.0
scattering{
3, rgb< 3.73, 2.92, 2.78 >*8.0
extinction 0.8
}
density {
dens_cloud
}
}
}
}
scale <1.6, 1.6, 1.3>
translate <0,0,10>
}
cylinder{
<0,0,-0.01>, <0,0,1.01>, 0.4
texture{
pigment{rgb<1,0,0>}
finish{ambient 0 diffuse 1}
}
translate <0,0,10>
}
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one of side view
Post a reply to this message
Attachments:
Download 'media 3_2.png' (76 KB)
Preview of image 'media 3_2.png'

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sunset:
Too late ,I want to sleep
Post a reply to this message
Attachments:
Download 'media top_view sunset.png' (148 KB)
Preview of image 'media top_view sunset.png'

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On 30/11/2017 16:35, Bald Eagle wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>> Then change to media:
>
> This is a hammer mill pulverizing plastic or mica
>
It looks more like the foam you get from detergent. Maybe when there has
been a discharge into a river, to me.
And, keep hold of the code.
--
Regards
Stephen
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On 30/11/2017 16:36, Bald Eagle wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>> Media is easy to get not bad result, but still have some limit.
>> This time I used the correct scattering color of cloud, and added some emission
>> to simulate multiple scattering effect(emission strength should proportion to
>> the sun power) , emission color I just guess.
>>
>> For this cloud size this simulation is not bad.
>
> This looks much better as clouds :)
> I like all of your previous attempts - they are useful for other types of
> materials being modeled. You should save / post the parameters for those
> results for future reference.
>
I agree with B.E.
--
Regards
Stephen
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I suggest to consider, to add this code to the INSERT options of
POV-Ray. Or, to the code collections on the POV-Ray objects page.
Or both.
And the clouds you all helped to develop in my own scene, should be
added to the POV-Ray objects page, too, ans complete environment
including the haze layers as well.
---
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http://www.avg.com
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On 30.11.2017 00:05, omniverse wrote:
> Sven Littkowski <I### [at] SvenLittkowski name> wrote:
>> THE PROJECT
>>
>> To develop a scene where tall futuristic skyscrapers rise above cloud
>> level, not necessarily on Earth.
>>
>> PUBLIC DOMAIN
>>
>> I can even imagine, each POV-Ray community member with interest in this
>> project can design the interior of his/her own flying home (a flattened
>> bubble with a diameter of 20 meters) and submit it to this thread as
>> self-sustaining INCLUDE file.
>
> I think anyone offering help considers their SDL freely given, only nice
to
> mention if you feel the need. If I'm wrong maybe we will hear differently
.
>
> Ambitious goal, not sure I could do more but it has potential.
>
> There could be inherent problems with the realism aspect of the suns and
> atmosphere. I know some people have attempted it in the past with some go
od
> results, but I don't remember how simple time of day or motion changes af
fected
> them. A scene can become unexpectedly different due to even slight change
s of
> camera/light/objects.
> I think of POV-Ray as not being a reality simulator, more of a simulation
of
> reality. If that makes sense.
>
> I suppose a good enough facsimile should be possible anyhow, sun orb aura
s and
> all. Once the formulation is found anyway. If the idea is to forego any t
ricks,
> such as halo disc objects, in lieu of pure 'media' it might prove difficu
lt as
> you've no doubt seen already.
>
> Bob
>
Wow, looks much better now! Big thanks. I just adapted your code!
---
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http://www.avg.com
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CLOUD CITY: "HABITAT" sub thread
Please see below the scene code. I started to work on the habitat module
which hovers in swarms around the intended futuristic skyscrapers and
above and below the clouds.
I have a problem:
I make the hull hollow with a "difference" of the same shape but
slightly smaller side. However, I get strange results when watching the
habitat from below: the surface should be smooth because only from the
inside shape (difference) I take again some items off with another
difference. This should not impact the outside shape. And still, it
does. Help is welcome.
------------------------------------------------------
#declare MyHullOutsideBottom = texture
{
pigment { color rgbt < 0.8039216, 0.5882353, 0.29411765, 0.00 > }
}
#declare MyHullOutsideTop = texture
{
pigment { color rgbt < 0.4039216, 0.1882353, 0.09411765, 0.75 > }
}
#declare MyHull = texture
{
gradient y
texture_map
{
[ 0.00 MyHullOutsideBottom ] // Hull Bronze_Metal /**/
[ 0.05 MyHullOutsideBottom ] // Hull
[ 0.05 MyHullOutsideTop ] // Lower Deck Window Stripe
[ 0.08 MyHullOutsideTop ] // Lower Deck Window Stripe
[ 0.08 MyHullOutsideBottom ] // Cupola Base
[ 0.25 MyHullOutsideBottom ] // Cupola Base
[ 0.25 MyHullOutsideTop ] // Cupola
[ 0.32 MyHullOutsideTop ] // Cupola
[ 0.32 MyHullOutsideBottom ] // Cupola Railing
[ 0.32 MyHullOutsideBottom ] // Cupola Railing
[ 0.33 MyHullOutsideTop ] // Cupola
[ 1.00 MyHullOutsideTop ] // Cupola
}
translate < 0.0, -4.8812, 0.0 >
scale 1.0*(4.8812*2.2975)
}
#declare MyHullInsideBottom = texture
{
pigment { color rgb < 0.7843137, 0.654902, 0.4156863 > }
}
#declare MyHullInsideTop = texture
{
pigment { color rgbt < 0.4039216, 0.1882353, 0.09411765, 0.75 > }
}
#declare MyInterior = texture
{
gradient y
texture_map
{
[ 0.00 MyHullInsideBottom ] // Hull Bronze_Metal /**/
[ 0.05 MyHullInsideBottom ] // Hull
[ 0.05 MyHullInsideTop ] // Lower Deck Window Stripe
[ 0.08 MyHullInsideTop ] // Lower Deck Window Stripe
[ 0.08 MyHullInsideBottom ] // Cupola Base
[ 0.25 MyHullInsideBottom ] // Cupola Base
[ 0.25 MyHullInsideTop ] // Cupola
[ 0.32 MyHullInsideTop ] // Cupola
[ 0.32 MyHullInsideBottom ] // Cupola Railing
[ 0.32 MyHullInsideBottom ] // Cupola Railing
[ 0.33 MyHullInsideTop ] // Cupola
[ 1.00 MyHullInsideTop ] // Cupola
}
translate < 0.0, -4.8812, 0.0 >
scale -1.0*(4.8812*2.2975)
}
camera
{
/*ultra_wide_angle*/ //angle 20
location < -25.0 , -15.0 , 0.0 >
//right x*image_width/image_height // not needed for v3.8
look_at < 0.0 , 0.0 , 0.0 >
}
light_source
{
< -500.0, -500.0, -500.0 >
color 1.0 * 0.3//< 1.0, 0.62353, 0.46667 >*2
}
#declare HomeBasic = blob
{
threshold 0.35
sphere { < 0.0, 0.0, 0.0 > 26.00 1.85 scale < 1.01, 0.25, 1.01 > } //
9.7624 meter tall (-4.8812 m to 4.8812 m) and exactly 19 meter usable
inside radius (38 meter diameter)
cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
000.0, 0.0 > }
cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
120.0, 0.0 > }
cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeExact = difference
{
object { HomeBasic }
cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
000.0, 0.0 > }
cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
120.0, 0.0 > }
cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeHollow = difference
{
object { HomeExact }
difference
{ // should be 0.999
object { HomeExact scale < 0.999,0.979,0.999 > /*texture { MyHull }*/
pigment { color rgbt < 0.8039216, 0.5882353, 0.29411765, 0.00 > } }
// cylinder { < 0.0, 4.8812, 0.0 > < 0.0, 4.9812, 0.0 > 05.0 pigment
{ color rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Ceiling -
5.0812 m above main deck
cylinder { < 0.0, -1.30, 0.0 > < 0.0, -1.20, 0.0 > 19.0 pigment {
color rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Main Deck -
usable diameter: exactly 19 meters/units - deck thickness: 0.1 meters/units
cylinder { < 0.0, -4.30, 0.0 > < 0.0, -4.20, 0.0 > 10.0 pigment {
color rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Bottom Deck -
usable diameter: exactly 19 meters/units - ceiling height: exactly 3
meters /units
union
{
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
000.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
030.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
060.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
090.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
120.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
150.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
180.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
210.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
240.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
270.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
300.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
330.0, 0.0 > }
texture { MyHullInsideBottom }
rotate < 0.0, 15.0, 0.0 >
}
}
// cylinder { < 0.0, -4.00, 0.0 > < 0.0, -1.15, 0.0 > 14.0 pigment {
color rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Volume for Bottom
Deck
texture { MyHull }
}
#declare LightsOrangeRings = union
{
torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 000.0, 0.0 > }
torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 120.0, 0.0 > }
torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 240.0, 0.0 > }
pigment { color rgb < 0.8784314, 0.2, 0.003921569 > }
finish { emission 1.0 }
}
#declare HomeLights = union
{
object { HomeHollow }
object { LightsOrangeRings }
light_source
{
< 0.0, 5.5, 0.0 >
color rgb 0.2
}
// cylinder { < 0.0, -1.3, 0.0 > < 0.0, -1.19, 0.0 > 19.0 pigment {
color rgb < 0.145098, 0.1921569, 0.05882353 > } } // measuring deck
diameter (do not use)
}
object { HomeLights scale 0.8 translate < 0.0, 0.0, 0.0 > rotate < 0.0,
000.0, 0.0 >}
---
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http://www.avg.com
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All these lines should not be there.
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
Post a reply to this message
Attachments:
Download 'sl - cloud cities - habitat.jpg' (60 KB)
Preview of image 'sl - cloud cities - habitat.jpg'

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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> Because the previous thread has become so large, it is hard to keep an
> overview. Thus I am starting now this thread as part 2 of that
> remarkable thread.
>
I just noticed something in your scene code that is probably unnecessary, in
your 'BigSun' and 'SmallSun' objects: the use of CSG union there...
Original code:
// Small Sun
#declare SunSmall = union
{
sphere
{
< 0.0, 0.0, 0.0 > 1.0
pigment { color rgb < 0.23529, 0.11373, 0.46275 >*1.0 }
finish { emission 0.0 }
}
scale 66.0
translate < 160.0, 25.0, 112.0 >*33.0
}
The scale and translate at the end only apply to that one object, so a union
isn't required; you could more easily write it as...
#declare SunSmall =
sphere
{
< 0.0, 0.0, 0.0 > 1.0
pigment { color rgb < 0.23529, 0.11373, 0.46275 >*1.0 }
finish { emission 0.0 }
scale 66.0
translate < 160.0, 25.0, 112.0 >*33.0
}
Post a reply to this message
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UPDATE
The complete scene code as it is now.
---------------------------------------------
#version 3.7;
// -------------------------------------------------------
// Special thanks for large amount of scene code and help:
// - Alain
// - And
// - Bald Eagle
// - Clipka
// - Kontemplator
// - Omniverse
// - Paolo Gibellini
// - Stephen
// - Thomas de Groot
// -------------------------------------------------------
#declare MyRadiosity = off;
#declare MyClouds = off;
#declare MySuns = off;
#declare MyForest = off;
#declare MyPlanet = off;
#declare MyAir = off;
#declare MyTowers = off;
#declare MyBubble = on;
#declare MyNature = pigment { color rgb < 0.16863, 0.32941, 0.070588 > };
global_settings
{
assumed_gamma 1.4
#if(MyRadiosity=on)
radiosity { media on }
#end
}
#default
{
finish { ambient 0.0 diffuse 1.0 }
}
//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
//#include "SL - Hovering Bubble Home.inc"
//------------------------------------------------------------------------
camera
{
/*ultra_wide_angle*/ //angle 20
location < -35.0 , 11.0 , 0.0 >
//right x*image_width/image_height // not needed for v3.8
look_at < 0.0 , 5.0 , 0.0 >
}
// sun
-------------------------------------------------------------------
light_source
{
-z*9999.0//< 50, 100, -250 >*10e4
color 1.3//< 1.0, 0.62353, 0.46667 >*2
area_light <450, 0, 0> <0, 0, 450> 6, 6 // total number
of lights in grid (4x*4z = 16 lights)
adaptive 1 // 0,1,2,3...
// area_illumination on
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
rotate < 20.0, 240.0, 0.0 > // altitude, azimuth, tilt
}
// sky -------------------------------------------------------------------
background { color rgb 0.0 }
// ground -----------------------------------------------------------------
#if(MyForest)
box
{
< -1.0, -1.0, -1.0 > < 1.0, 1.0, 1.0 >
pigment { MyNature }
scale < 555.0, 497.0, 555.0 >
translate -y*494.0
}
#end
//--------------------------------------------------------------------------
// Clouds
#if(MyClouds)
#local Scale = 5.0;
#declare Clouds = density
{
ripples // controls the cloud formation
color_map
{
[ 0.33 rgb 10.0 ]
[ 0.67 rgb 100.0 ]
}
scale < 3.0, 1.0, 10.0 >*0.5
warp { turbulence < 2.5, 1.0, 1.6 > }
rotate 45.0*y
}
//cloud layer:
box
{
< -1.0, -1.0, -1.0 > < 1.0, 1.0, 1.0 >
pigment { rgbt 1.0 }
hollow
interior
{
media
{
samples 20
absorption < 3.0, 4.0, 0.5 >*1.0/(Scale*100.0)
emission < 1.0, 1.0, 1.0 >*0.5/(Scale*100.0)
scattering
{
1
< 0.5, 0.75, 1.5 >*3.0/(Scale*100.0)
extinction 0.5
}
density
{
boxed
density_map
{
[ 0.000 rgb 0.0 ]
[ 0.001 Clouds scale 1.0/100.0 ]
}
}
}
}
scale Scale*100.0
translate -y*494.0
}
#end
//-------------------------------------------------------------
//atmosphere:
#if(MyAir)
disc
{
0.0, y, 1.0, 0.0
hollow on
no_shadow
pigment { color rgb 1.0 }
scale 100.0
translate y*100.0
}
#local Scale = 5.0;
sphere
{
< 0.0, 0.0, 0.0 >, 1.0
pigment { rgbt 1.0 }
hollow
interior
{
media
{
samples 20
absorption 0.5
scattering
{
5
< 1.25, 1.0, 1.5 >*2.0/Scale
extinction 0.67
eccentricity 0.2
}
density
{
gradient y
color_map
{
/*
[ 0.00 rgb 1.0 ] //base ground fog
[ 0.10 rgb < 9.0, 0.3, 0.10 > ] //top ground fog
[ 0.30 rgb < 0.9, 0.3, 0.10 > ] //top ground fog
[ 0.50 rgb < 0.5, 0.1, 0.09 >*0.100 ] //base atmospheric haze
[ 0.67 rgb < 0.1, 0.2, 0.90 >*0.100 ] //top atmospheric haze
[ 1.00 rgb < 0.1, 0.3, 0.90 >*0.001 ] //top atmospheric haze
*/
[ 0.00 rgb < 1.0, 1.0, 1.00 >*1.000 ] //base ground fog
[ 0.10 rgb < 3.0, 0.3, 0.10 >*1.000 ] //top ground fog
[ 0.30 rgb < 0.3, 0.3, 0.10 >*1.000 ] //top ground fog
[ 0.50 rgb < 0.5, 0.1, 0.09 >*0.100 ] //base atmospheric haze
[ 0.67 rgb < 0.3, 0.7, 1.00 >*0.100 ] //top atmospheric haze
[ 1.00 rgb < 0.3, 0.7, 1.00 >*0.001 ] //top atmospheric haze
}
rotate -x*15.0
warp { spherical }
scale Scale*2.0*y
}
}
}
scale Scale*111.0
translate -y*535.0
}
#end
//-------------------------------------------------------------
// Planet:
#if(MyPlanet)
union
{
sphere
{
< 0.0, 0.0, 0.0 > 7.0
pigment
{
gradient y
color_map
{
[ 0.00 rgb < 1.0, 1.0, 1.0 >*0.05 ]
[ 0.10 rgb < 1.0, 1.0, 1.0 >*0.05 ]
[ 0.12 rgb < 1.0, 1.0, 1.0 >*0.05 ]
[ 0.15 rgb < 0.80392, 0.66275, 0.47059 >*0.05 ]
[ 0.20 rgb < 0.80392, 0.66275, 0.47059 >*0.05 ]
[ 0.22 rgb < 0.63922, 0.55686, 0.31373 >*0.05 ]
[ 0.27 rgb < 0.63922, 0.55686, 0.31373 >*0.05 ]
[ 0.40 rgb < 0.47451, 0.30980, 0.14118 >*0.05 ]
[ 0.43 rgb < 0.47451, 0.30980, 0.14118 >*0.05 ]
[ 0.45 rgb < 0.20392, 0.24314, 0.41176 >*0.05 ]
[ 0.55 rgb < 0.20392, 0.24314, 0.41176 >*0.05 ]
[ 0.57 rgb < 0.47451, 0.30980, 0.14118 >*0.05 ]
[ 0.60 rgb < 0.47451, 0.30980, 0.14118 >*0.05 ]
[ 0.73 rgb < 0.63922, 0.55686, 0.31373 >*0.05 ]
[ 0.78 rgb < 0.63922, 0.55686, 0.31373 >*0.05 ]
[ 0.80 rgb < 0.80392, 0.66275, 0.47059 >*0.05 ]
[ 0.85 rgb < 0.80392, 0.66275, 0.47059 >*0.05 ]
[ 0.88 rgb < 1.0, 1.0, 1.0 >*0.05 ]
[ 0.90 rgb < 1.0, 1.0, 1.0 >*0.05 ]
[ 1.00 rgb < 1.0, 1.0, 1.0 >*0.05 ]
}
turbulence 0.3
translate < 0.0, -7.0, 0.0 >
scale 14.0
}
}
difference
{
cylinder { < 0.0, -0.00001, 0.0 > < 0.0, 0.00001, 0.0 > 16.0 }
cylinder { < 0.0, -0.00002, 0.0 > < 0.0, 0.00002, 0.0 > 10.0 }
pigment
{
onion
color_map
{
[ 0.00 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
[ 0.60 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
[ 0.62 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
[ 0.63 rgbt < 0.80392, 0.66275, 0.47059, 0.7 > ]
[ 0.66 rgbt < 0.80392, 0.66275, 0.47059, 0.7 > ]
[ 0.67 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
[ 0.71 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
[ 0.73 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
[ 0.76 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
[ 0.80 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
[ 0.81 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
[ 0.82 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
[ 0.83 rgbt < 0.47451, 0.30980, 0.14118, 0.7 > ]
[ 0.86 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
[ 0.88 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
[ 0.89 rgbt < 0.80392, 0.66275, 0.47059, 0.7 > ]
[ 0.91 rgbt < 0.80392, 0.66275, 0.47059, 0.7 > ]
[ 0.97 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
[ 0.99 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
[ 1.00 rgbt < 0.63922, 0.55686, 0.31373, 0.7 > ]
}
scale 16.0
}
finish { emission 0.1 }
}
scale 250.0
rotate < -10.0, -20.0, 50.0 >
translate < 160.0, 50.0, -100.0 >*33.0
}
#end
#if(MySuns)
// Big Sun
#declare SunLarge = union
{
sphere
{
< 0.0, 0.0, 0.0 > 1.0
pigment
{
gradient y
color_map
{
[ 0.00 rgb < 0.0, 0.0, 0.0 > ]
[ 0.50 rgb < 1.5, 0.0, 0.1 > ]
[ 1.00 rgb < 3.0, 0.0, 0.1 >*5.0 ]
}
translate < 0.0, -0.5, 0.0 >
scale 2.0
}
finish { emission 1.0 }
scale 12.0
}
scale 66.0
translate < 160.0, 0.0, 78.0 >*33.0
}
// Small Sun
#declare SunSmall = union
{
sphere
{
< 0.0, 0.0, 0.0 > 1.0
pigment { color rgb < 0.23529, 0.11373, 0.46275 >*1.0 }
finish { emission 0.0 }
}
scale 66.0
translate < 160.0, 25.0, 112.0 >*33.0
}
object { SunLarge }
object { SunSmall }
#end
//-------------------------------------------------------------
//artefact:
#if(MyTowers)
#local S=seed(4132);
union
{
#for (It,1.0,8.0,1.0)
#local xR=rand(S);
#local yR=rand(S);
#local zR=rand(S);
#local xR2=rand(S);
#local yR2=rand(S);
#local zR2=rand(S);
/*
box
{
0.0, 1.0
scale < 1.0+xR, 8.0+yR*4, 1.0+zR >/2.0
pigment
{
checker
color rgb 0.1 color rgb 0.9 scale 0.5
}
translate (-< xR*20.0,0.0,zR*20.0 > + <xR2*40.0, 0.0, zR2*40.0 >)/2.0
}
*/
blob
{
threshold 0.65
cylinder { < 0.0, 0.0, 0.0 > < 0.0, 1.0*(6.0+yR*4), 0.0 > 0.25 1.0 }
sphere { < 0.0, 1.0*(6.0+yR*4), 0.0 > 0.35 1.0 }
#if(xR<0.5)
texture { Chrome_Texture }
#else
texture { Brushed_Aluminum }
#end
translate (-< xR*20.0,0.0,zR*20.0 > + <xR2*40.0, 0.0, zR2*40.0 >)/2.0
}
#end
rotate y*90.0
translate < -20.0, 2.0, 5.0 >
}
#end
#if(MyBubble)
#declare MyBronze = texture
{
Bright_Bronze
finish
{
reflection { 0.01, 0.95 fresnel }
conserve_energy
phong 30.0 phong_size 20.0 metallic 1.0
specular 50.0 roughness 0.0004 //layer a sharp highlight on top.
}
}
#declare PearlescentGlass = texture
{
pigment { rgb 0 transmit 1 }
finish
{
reflection { .01, .95 fresnel }
conserve_energy
//big fat phong highlight, to give ethereal sheen to the material.
//make phong fade with angle, using pov's metallic effect on black
//(because there's no fresnel for phong)
phong 30 phong_size 20 metallic 1
specular 50 roughness .0004 //layer a sharp highlight on top.
}
}
#declare MyHullOutsideBottom = texture
{
pigment { color rgbt < 0.8039216, 0.5882353, 0.29411765, 0.00 > }
}
#declare MyHullOutsideTop = texture
{
pigment { color rgbt < 0.4039216, 0.1882353, 0.09411765, 0.75 > }
}
#declare MyHull = texture
{
gradient y
texture_map
{
[ 0.00 MyHullOutsideBottom ] // Hull Bronze_Metal /**/
[ 0.05 MyHullOutsideBottom ] // Hull
[ 0.05 MyHullOutsideTop ] // Lower Deck Window Stripe
[ 0.08 MyHullOutsideTop ] // Lower Deck Window Stripe
[ 0.08 MyHullOutsideBottom ] // Cupola Base
[ 0.25 MyHullOutsideBottom ] // Cupola Base
[ 0.25 MyHullOutsideTop ] // Cupola
[ 0.32 MyHullOutsideTop ] // Cupola
[ 0.32 MyHullOutsideBottom ] // Cupola Railing
[ 0.32 MyHullOutsideBottom ] // Cupola Railing
[ 0.33 MyHullOutsideTop ] // Cupola
[ 1.00 MyHullOutsideTop ] // Cupola
}
translate < 0.0, -4.8812, 0.0 >
scale 1.0*(4.8812*2.2975)
}
#declare MyHullInsideBottom = texture
{
pigment { color rgb < 0.7843137, 0.654902, 0.4156863 > }
}
#declare MyHullInsideTop = texture
{
pigment { color rgbt < 0.4039216, 0.1882353, 0.09411765, 0.75 > }
}
#declare MyInterior = texture
{
gradient y
texture_map
{
[ 0.00 MyHullInsideBottom ] // Hull Bronze_Metal /**/
[ 0.05 MyHullInsideBottom ] // Hull
[ 0.05 MyHullInsideTop ] // Lower Deck Window Stripe
[ 0.08 MyHullInsideTop ] // Lower Deck Window Stripe
[ 0.08 MyHullInsideBottom ] // Cupola Base
[ 0.25 MyHullInsideBottom ] // Cupola Base
[ 0.25 MyHullInsideTop ] // Cupola
[ 0.32 MyHullInsideTop ] // Cupola
[ 0.32 MyHullInsideBottom ] // Cupola Railing
[ 0.32 MyHullInsideBottom ] // Cupola Railing
[ 0.33 MyHullInsideTop ] // Cupola
[ 1.00 MyHullInsideTop ] // Cupola
}
translate < 0.0, -4.8812, 0.0 >
scale -1.0*(4.8812*2.2975)
}
camera
{
/*ultra_wide_angle*/ //angle 20
location < -25.0 , -15.0 , 0.0 >
//right x*image_width/image_height // not needed for v3.8
look_at < 0.0 , 0.0 , 0.0 >
}
light_source
{
< -500.0, -500.0, -500.0 >
color 1.0 * 0.3//< 1.0, 0.62353, 0.46667 >*2
}
#declare HomeBasic = blob
{
threshold 0.35
sphere { < 0.0, 0.0, 0.0 > 26.00 1.85 scale < 1.01, 0.25, 1.01 > } //
9.7624 meter tall (-4.8812 m to 4.8812 m) and exactly 19 meter usable
inside radius (38 meter diameter)
cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
000.0, 0.0 > }
cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
120.0, 0.0 > }
cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeExact = difference
{
object { HomeBasic }
cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
000.0, 0.0 > }
cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
120.0, 0.0 > }
cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeHollow = difference
{
object { HomeExact }
difference
{ // should be 0.999
object { HomeExact scale < 0.999,0.979,0.999 > /*texture { MyHull }*/
pigment { color rgbt < 0.8039216, 0.5882353, 0.29411765, 0.00 > } }
// cylinder { < 0.0, 4.8812, 0.0 > < 0.0, 4.9812, 0.0 > 05.0 pigment
{ color rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Ceiling -
5.0812 m above main deck
cylinder { < 0.0, -1.30, 0.0 > < 0.0, -1.20, 0.0 > 19.0 pigment {
color rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Main Deck -
usable diameter: exactly 19 meters/units - deck thickness: 0.1 meters/units
cylinder { < 0.0, -4.30, 0.0 > < 0.0, -4.20, 0.0 > 10.0 pigment {
color rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Bottom Deck -
usable diameter: exactly 19 meters/units - ceiling height: exactly 3
meters /units
union
{
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
000.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
030.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
060.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
090.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
120.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
150.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
180.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
210.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
240.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
270.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
300.0, 0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0,
330.0, 0.0 > }
texture { MyHullInsideBottom }
rotate < 0.0, 15.0, 0.0 >
}
}
// cylinder { < 0.0, -4.00, 0.0 > < 0.0, -1.15, 0.0 > 14.0 pigment {
color rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Volume for Bottom
Deck
texture { MyHull }
}
#declare LightsOrangeRings = union
{
torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 000.0, 0.0 > }
torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 120.0, 0.0 > }
torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 240.0, 0.0 > }
pigment { color rgb < 0.8784314, 0.2, 0.003921569 > }
finish { emission 1.0 }
}
#declare HomeLights = union
{
object { HomeHollow }
object { LightsOrangeRings }
light_source
{
< 0.0, 5.5, 0.0 >
color rgb 0.2
}
// cylinder { < 0.0, -1.3, 0.0 > < 0.0, -1.19, 0.0 > 19.0 pigment {
color rgb < 0.145098, 0.1921569, 0.05882353 > } } // measuring deck
diameter (do not use)
}
object { HomeLights scale 0.8 translate < 0.0, 0.0, 0.0 > rotate < 0.0,
000.0, 0.0 >}
#end
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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On 30.11.2017 18:32, Kenneth wrote:
> I just noticed something in your scene code that is probably unnecessary, in
> your 'BigSun' and 'SmallSun' objects: the use of CSG union there...
> The scale and translate at the end only apply to that one object, so a union
> isn't required; you could more easily write it as...
Yes, you are right. The UNIOn comes from a time when I tried to add
another hollow media sphere to each sun, to simulate (successlessly) a glow.
I eventually want to give another glow try, somewhen.
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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I give you some value:
media{
samples 16
emission rgb<3.73, 2.92*0.75, 2.78*0.65 >*4.0
scattering{
this color ==> 3, rgb< 3.73, 2.92, 2.78 >*8.0
extinction 0.8
}
density {
dens_cloud
}
}
for cloud with droplet size 3000nm, rgb<1.000, 0.928, 0.812>
for cloud with droplet size 4000nm, rgb<1.000, 0.837, 0.780>
for cloud with droplet size 5000nm, rgb<1.000, 0.793, 0.753>
for cloud with droplet size 6000nm, rgb<1.000, 0.780, 0.738>
for cloud with droplet size 7000nm, rgb<1.000, 0.784, 0.746>
for cloud with droplet size 8000nm, rgb<1.000, 0.782, 0.743>
for cloud with droplet size 9000nm, rgb<1.000, 0.781, 0.747>
for cloud with droplet size 10000nm, rgb<1.000, 0.779, 0.745>
for cloud with droplet size 12000nm, rgb<1.000, 0.784, 0.750>
for cloud with droplet size 14000nm, rgb<1.000, 0.784, 0.749>
for cloud with droplet size 16000nm, rgb<1.000, 0.788, 0.747>
for cloud with droplet size 18000nm, rgb<1.000, 0.783, 0.749>
scattering with type3 (mie murky) or type5 + eccentricity 0.9 is the most
realistic option for the first scattering
Post a reply to this message
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"And" <49341109@ntnu.edu.tw> wrote:
> I give you some value:
>
>
> for cloud with droplet size 3000nm, rgb<1.000, 0.928, 0.812>
> for cloud with droplet size 4000nm, rgb<1.000, 0.837, 0.780>
> for cloud with droplet size 5000nm, rgb<1.000, 0.793, 0.753>
> for cloud with droplet size 6000nm, rgb<1.000, 0.780, 0.738>
> for cloud with droplet size 7000nm, rgb<1.000, 0.784, 0.746>
> for cloud with droplet size 8000nm, rgb<1.000, 0.782, 0.743>
> for cloud with droplet size 9000nm, rgb<1.000, 0.781, 0.747>
>
> for cloud with droplet size 10000nm, rgb<1.000, 0.779, 0.745>
> for cloud with droplet size 12000nm, rgb<1.000, 0.784, 0.750>
> for cloud with droplet size 14000nm, rgb<1.000, 0.784, 0.749>
> for cloud with droplet size 16000nm, rgb<1.000, 0.788, 0.747>
> for cloud with droplet size 18000nm, rgb<1.000, 0.783, 0.749>
>
>
The size is radius, I post a picture, can find some value on it.
Post a reply to this message
Attachments:
Download 'cloud radius reference.png' (264 KB)
Preview of image 'cloud radius reference.png'

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On 01.12.2017 01:32, And wrote:
> I give you some value:
> The size is radius, I post a picture, can find some value on it.
Hi, big thanks.
As I understand it, I need to add this media into the declaration of
each sun, is that correct? And if so, would the sun sphere need to be
hollow?
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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"Kenneth" <kdw### [at] gmail com> wrote:
>
> Thanks for posting your code. I've been playing around with it, and made an
> area_light to replace your point light... which makes the scene even SLOWER to
> render, of course, but I noticed that your test-building on the left
> was casting too 'sharp' of a shadow through the foggy atmosphere, compared
> to the size of the large Sun. (I only noticed the sharpness re: that
> one building, so *maybe* the area light could be assigned to *just* that
> building, in a light_group, to save rendering time. I haven't tried that
> yet, though.) Anyway, here's the light...
>
No, don't waste your time with that single building/light_group idea, sorry. I
tried it and the results are not what I had imagined. I don't know how to
describe the resulting effect, but it definitely looks 'wrong' with the clouds
and atmospheric medias.
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> On 01.12.2017 01:32, And wrote:
> > I give you some value:
> > The size is radius, I post a picture, can find some value on it.
>
> Hi, big thanks.
>
> As I understand it, I need to add this media into the declaration of
> each sun, is that correct? And if so, would the sun sphere need to be
> hollow?
>
>
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
Sun...no, this is for cloud.
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test my cloud with a sculpted mountain
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Attachments:
Download 'mountain scene1 4.png' (99 KB)
Preview of image 'mountain scene1 4.png'

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"And" <49341109@ntnu.edu.tw> wrote:
> test my cloud with a sculpted mountain
rendered from high altitude
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Attachments:
Download 'mountain scene2 1.png' (262 KB)
Preview of image 'mountain scene2 1.png'

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On 01.12.2017 02:48, And wrote:
> Sven Littkowski <I### [at] SvenLittkowski name> wrote:
>> On 01.12.2017 01:32, And wrote:
>>> I give you some value:
>>> The size is radius, I post a picture, can find some value on it.
>>
>> Hi, big thanks.
>>
>> As I understand it, I need to add this media into the declaration of
>> each sun, is that correct? And if so, would the sun sphere need to be
>> hollow?
>>
>>
>> ---
>> Diese E-Mail wurde von AVG auf Viren geprüft.
>> http://www.avg.com
>
> Sun...no, this is for cloud.
>
Olala! Thanks for telling me. Will try it out. :-) :-D
But we need to find a way, to get a glow around the two suns, too.
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Is there any location, where "this" and "dens_cloud" are defined? I
feel, I am missing some previous code here. :-)
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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On your last (high-attitude) cloud image, i would apply a tiny scale
attribute to your clouds. make them just a little bit flatter, maybe 10
to 20% only.
Your low-attitude cloudy-mountains image shows clouds that are not dense
enough in their center, not hiding the mountains well enough yet. I
believe, if you increase the density inside the centers, you should be
finished with the cloud coding. :-)
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> On your last (high-attitude) cloud image, i would apply a tiny scale
> attribute to your clouds. make them just a little bit flatter, maybe 10
> to 20% only.
>
Hmm really?
> Your low-attitude cloudy-mountains image shows clouds that are not dense
> enough in their center, not hiding the mountains well enough yet. I
> believe, if you increase the density inside the centers, you should be
> finished with the cloud coding. :-)
>
My approach will not allow me to rise the density much more, or it shows more
artifact. That's one of what I said the limit of the media previous. It can
simulate not so dense cloud, but more density it can't.
The two pictures that I last post is in the same cloud setting. Just change the
camera position. I want to express that my approach can simulate cloud nearing
the physical reality, not just an inconstant result.
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> Is there any location, where "this" and "dens_cloud" are defined? I
> feel, I am missing some previous code here. :-)
>
> ---
> Diese E-Mail wurde von AVG auf Viren geprüft.
> http://www.avg.com
"dens_cloud" is mine. It outputs the shape of the cloud from a function, I
usually use function to control the pattern. You can use your own density
pattern instead.
#include "functions.inc"
#declare f_test =
function(x,y,z) {
0.32*sum(i, 0, 4, pow(abs(f_noise3d(x*pow(2, i)/0.4, y*pow(2, i)/0.4, z*pow(2,
i)/0.4)), 2.5)/pow(2.0, i) )
}
#declare f_cloud_base =
function(x,y,z) {
0.5 - f_test(x,y,z)*3*3*z*exp(-3*z) - 0.32*3*3*z*exp(-3*z)
}
#declare dens_cloud =
density{
function{0.5 - 0.2*f_cloud_base(x,y,z)}
color_map{
[0 rgb 0]
[0.5 rgb 0]
[0.56 rgb 1]
[1 rgb 1]
}
}
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Sunset:
this image I just assigned scattering media for the cloud. You can see the cloud
is too dark.
Even I set the extinction smaller than 1.0(this is equal emission some lights)
// cloud
box{
<-5.01, -5.01, 0>, <5.01, 5.01, 1>
hollow
material{
texture{
pigment{rgbt<0,0,0,1>}
finish{ambient 0 diffuse 0}
}
interior {
media{
samples 8
scattering{
3, rgb< 1.00, 0.784, 0.746 >*8.0 //8.0
extinction 0.8
}
density {
dens_cloud
}
}
}
}
scale 2
translate <0,0,0.4>
}
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Attachments:
Download 'mountain scene2 1 sunset only scattering.png' (164 KB)
Preview of image 'mountain scene2 1 sunset only scattering.png'

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"And" <49341109@ntnu.edu.tw> wrote:
> Sunset:
>
> this image I just assigned scattering media for the cloud. You can see the cloud
> is too dark.
> Even I set the extinction smaller than 1.0(this is equal emission some lights)
>
Too dark is caused by lacking of multiple scattering, so I fill-in some light
with emission for it.
material{
texture{
pigment{rgbt<0,0,0,1>}
finish{ambient 0 diffuse 0}
}
interior {
media{
samples 8
emission rgb<3.73, 2.92*0.75*0.161, 2.78*0.65*0.01 >*0.15
density {
dens_cloud2
}
}
media{
samples 8
emission rgb<1.00, 0.784*0.75*0.161, 0.746*0.65*0.01 >*1.0
// notice this is
// vdot(<1.00, 0.784*0.75, 0.746*0.65>,
// <1.00, 0.161, 0.01>)
// ^^^^^^^^^^^^^^^^^^^ this is my sun color
scattering{
3, rgb< 1.00, 0.784, 0.746 >*8.0 //this is the same, not change
extinction 0.8
}
density {
dens_cloud
}
}
}
}
for the sunset I use rgb<1.00,0.161,0.01>*strength for my parallel light as sun
light. It is from a sunset photo, I measured the color.
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Attachments:
Download 'mountain scene2 1 sunset.png' (181 KB)
Preview of image 'mountain scene2 1 sunset.png'

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"And" <49341109@ntnu.edu.tw> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > Sunset:
> >
> > this image I just assigned scattering media for the cloud. You can see the cloud
> > is too dark.
> > Even I set the extinction smaller than 1.0(this is equal emission some lights)
> >
>
> Too dark is caused by lacking of multiple scattering, so I fill-in some light
> with emission for it.
Another view:
Post a reply to this message
Attachments:
Download 'mountain scene2 2.png' (78 KB)
Preview of image 'mountain scene2 2.png'

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On 01.12.2017 06:34, And wrote:
> Sven Littkowski <I### [at] SvenLittkowski name> wrote:
>> On your last (high-attitude) cloud image, i would apply a tiny scale
>> attribute to your clouds. make them just a little bit flatter, maybe 10
>> to 20% only.
>>
>
> Hmm really?
>
>> Your low-attitude cloudy-mountains image shows clouds that are not dense
>> enough in their center, not hiding the mountains well enough yet. I
>> believe, if you increase the density inside the centers, you should be
>> finished with the cloud coding. :-)
>>
>
> My approach will not allow me to rise the density much more, or it shows more
> artifact. That's one of what I said the limit of the media previous. It can
> simulate not so dense cloud, but more density it can't.
>
> The two pictures that I last post is in the same cloud setting. Just change the
> camera position. I want to express that my approach can simulate cloud nearing
> the physical reality, not just an inconstant result.
>> ---
>> Diese E-Mail wurde von AVG auf Viren geprüft.
>> http://www.avg.com
>
>
>
The images still look nice. Sad only, that I self have no understanding
of media, I wished I could help here. Sounds like you should propose a
new feature inside the BETA section of this newsgroup, or expanding
existing features to make it possible to increase the density further.
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On 01.12.2017 07:57, And wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>> "And" <49341109@ntnu.edu.tw> wrote:
>>> Sunset:
>>>
>>> this image I just assigned scattering media for the cloud. You can see
the cloud
>>> is too dark.
>>> Even I set the extinction smaller than 1.0(this is equal emission some
lights)
>>>
>>
>> Too dark is caused by lacking of multiple scattering, so I fill-in some
light
>> with emission for it.
>
>
> Another view:
>
I think I understand now: this is not about my scene, but about a scene
of yours. :-D
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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Am 01.12.2017 um 20:42 schrieb Sven Littkowski:
> The images still look nice. Sad only, that I self have no understanding
> of media, I wished I could help here. Sounds like you should propose a
> new feature inside the BETA section of this newsgroup, or expanding
> existing features to make it possible to increase the density further.
The issue isn't so much whether it is /possible/ to increase the
density, but rather whether doing so gives /realistic results/.
The problem is that the scattering media model is designed for cases
where the media's density is non-uniform, but low enough that the single
scattering contribution is dominant (i.e. a typical light ray will be
deflected from its initial direction at most once), and the multiple
scattering contribution (i.e. light that is deflected from its initial
direction more than once) is negligible.
Compare this to the subsurface light transport model, which is
specifically designed for cases where the density is pretty much
uniform, but high enough that the multiple scattering contribution is
dominant.
To extend the scattering media model in such a manner that it gives
reasonably realistic results for high-density media, a monte-carlo-ish
rendering approach would have to be used, where secondary rays would be
shot here and there along the light's path (even recursively). Expect
noisy results and/or high rendering times.
This is in fact on my wishlist, but other stuff takes priority.
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On 01.12.2017 15:17, clipka wrote:
> Am 01.12.2017 um 20:42 schrieb Sven Littkowski:
>> The images still look nice. Sad only, that I self have no understanding
>> of media, I wished I could help here. Sounds like you should propose a
>> new feature inside the BETA section of this newsgroup, or expanding
>> existing features to make it possible to increase the density further.
>
> The issue isn't so much whether it is /possible/ to increase the
> density, but rather whether doing so gives /realistic results/.
>
> The problem is that the scattering media model is designed for cases
> where the media's density is non-uniform, but low enough that the single
> scattering contribution is dominant (i.e. a typical light ray will be
> deflected from its initial direction at most once), and the multiple
> scattering contribution (i.e. light that is deflected from its initial
> direction more than once) is negligible.
>
> Compare this to the subsurface light transport model, which is
> specifically designed for cases where the density is pretty much
> uniform, but high enough that the multiple scattering contribution is
> dominant.
>
>
> To extend the scattering media model in such a manner that it gives
> reasonably realistic results for high-density media, a monte-carlo-ish
> rendering approach would have to be used, where secondary rays would be
> shot here and there along the light's path (even recursively). Expect
> noisy results and/or high rendering times.
>
> This is in fact on my wishlist, but other stuff takes priority.
>
Thank you for this insight.
I think, looking to the list of persons actively involved in the
developing, POV-Ray needs again some more promotion. It is such a
unique, great, possibilities-loaded render engine, it deserves to be
connected to all school and university students. I think, we really need
many more developers who are into POV-Ray rendering. But that is just my
personal opinion.
---
Diese E-Mail wurde von AVG auf Viren geprüft.
http://www.avg.com
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For some strange reason, it seems I am unable to change the location of
the two colors inside my pigment_maps ("MyHull" texture and "MyInterior"
texture, both at the top of the code), even when changing the numeric
values. Strange.
Can anyone of you test and find out, if you encounter the same problem?
----------------------------------
#declare MyHullOutsideBottom = texture
{
pigment { color rgbt < 0.8039216, 0.5882353, 0.29411765, 0.00 > }
// 1.0, 0.0, 0.0
}
#declare MyHullOutsideTop = texture
{
pigment { color rgbt < 0.4039216, 0.1882353, 0.09411765, 0.75 > }
}
#declare MyHull = texture
{
gradient y
texture_map
{
[ 0.00 MyHullOutsideBottom ] // Hull Bronze_Metal /**/
[ 0.45 MyHullOutsideBottom ] // Hull
/* [ 0.25 MyHullOutsideTop ] // Lower Deck Window Stripe
[ 0.28 MyHullOutsideTop ] // Lower Deck Window Stripe
[ 0.28 MyHullOutsideBottom ] // Cupola Base
[ 0.35 MyHullOutsideBottom ] // Cupola Base
[ 0.35 MyHullOutsideTop ] // Cupola
[ 0.42 MyHullOutsideTop ] // Cupola
[ 0.42 MyHullOutsideBottom ] // Cupola Railing
[ 0.52 MyHullOutsideBottom ] // Cupola Railing
*/ [ 0.45 MyHullOutsideTop ] // Cupola
[ 1.00 MyHullOutsideTop ] // Cupola
}
translate < 0.0, -4.8812, 0.0 >
scale -1.0*(4.8812*2.85)
}
#declare MyHullInsideBottom = texture
{
pigment { color rgb < 0.7843137, 0.654902, 0.4156863 > }
}
#declare MyHullInsideTop = texture
{
pigment { color rgbt < 0.4039216, 0.1882353, 0.09411765, 0.75 > }
}
#declare MyInterior = texture
{
gradient y
texture_map
{
[ 0.00 MyHullInsideBottom ] // Hull Bronze_Metal /**/
[ 0.45 MyHullInsideBottom ] // Hull
/* [ 0.25 MyHullInsideTop ] // Lower Deck Window Stripe
[ 0.28 MyHullInsideTop ] // Lower Deck Window Stripe
[ 0.28 MyHullInsideBottom ] // Cupola Base
[ 0.35 MyHullInsideBottom ] // Cupola Base
[ 0.35 MyHullInsideTop ] // Cupola
[ 0.42 MyHullInsideTop ] // Cupola
[ 0.42 MyHullInsideBottom ] // Cupola Railing
[ 0.52 MyHullInsideBottom ] // Cupola Railing
*/ [ 0.45 MyHullInsideTop ] // Cupola
[ 1.00 MyHullInsideTop ] // Cupola
}
translate < 0.0, -4.8812, 0.0 >
scale -1.0*(4.8812*2.85)
}
camera
{
/*ultra_wide_angle*/ //angle 20
location < -25.0 , 0.0 , 0.0 >
//right x*image_width/image_height // not needed for v3.8
look_at < 0.0 , 0.0 , 0.0 >
}
light_source
{
< -500.0, 100.0, 500.0 >
color 1.0 * 1.3//< 1.0, 0.62353, 0.46667 >*2
}
#declare HomeBasic = blob
{
threshold 0.35
sphere { < 0.0, 0.0, 0.0 > 26.00 1.85 scale < 1.01, 0.25, 1.01 > } //
9.7624 meter tall (-4.8812 m to 4.8812 m) and exactly 19 meter usable
inside radius (38 meter diameter)
cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
000.0, 0.0 > }
cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
120.0, 0.0 > }
cylinder { < 0.0, 0.0, 0.0 > < 19.0, 0.0, 0.0 > 4.5 0.85 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeExact = difference
{
object { HomeBasic }
cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
000.0, 0.0 > }
cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
120.0, 0.0 > }
cylinder { < 20.0, 0.0, 0.0 > < 25.0, 0.0, 0.0 > 5.0 rotate < 0.0,
240.0, 0.0 > }
}
#declare HomeNegative = difference
{
box { < -25.0, -10.0, -25.0 > < 25.0, 10.0, 25.0 > }
object { HomeExact }
}
#declare MyInteriorWalls = difference
{
// cylinder { < 0.0, 4.8812, 0.0 > < 0.0, 4.9812, 0.0 > 05.0 pigment
{ color rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Ceiling -
5.0812 m above main deck
cylinder { < 0.0, -1.30, 0.0 > < 0.0, -1.20, 0.0 > 24.0 pigment { color
rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Main Deck - usable
diameter: exactly 19 meters/units - deck thickness: 0.1 meters/units
cylinder { < 0.0, -4.30, 0.0 > < 0.0, -4.20, 0.0 > 10.0 pigment { color
rgb < 0.5098039, 0.3137255, 0.2156863 > } } // Bottom Deck - usable
diameter: exactly 19 meters/units - ceiling height: exactly 3 meters /units
union
{
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 000.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 030.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 060.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 090.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 120.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 150.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 180.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 210.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 240.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 270.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 300.0,
0.0 > }
box { < 10.0, -4.2, -0.05 > < 25.0, -1.3, 0.05 > rotate < 0.0, 330.0,
0.0 > }
texture { MyHullInsideBottom }
rotate < 0.0, 15.0, 0.0 >
}
object { HomeNegative }
}
#declare HomeHollow = difference
{
object { HomeExact texture { MyHull } }
object { HomeExact scale < 0.999,0.996,0.999 > texture { MyInterior }
/*pigment { color rgbt < 0.8039216, 0.5882353, 0.29411765, 0.00 > }*/ }
}
#declare HomeWithInterior = union
{
object { HomeHollow }
object { MyInteriorWalls }
}
#declare LightsOrangeRings = union
{
torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 000.0, 0.0 > }
torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 120.0, 0.0 > }
torus { 2.475 0.025 rotate < 0.0, 0.0, 90.0 > translate < 20.0, 0.0,
0.0 > rotate < 0.0, 240.0, 0.0 > }
pigment { color rgb < 0.8784314, 0.2, 0.003921569 > }
finish { emission 1.0 }
}
#declare HomeLights = union
{
object { HomeWithInterior }
object { LightsOrangeRings }
light_source
{
< 0.0, 5.5, 0.0 >
color rgb 0.2
}
// cylinder { < 0.0, -1.3, 0.0 > < 0.0, -1.19, 0.0 > 19.0 pigment {
color rgb < 0.145098, 0.1921569, 0.05882353 > } } // measuring deck
diameter (do not use)
}
object { HomeLights scale 0.8 translate < 0.0, 0.0, 0.0 > rotate < 0.0,
000.0, 0.0 >}
---
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See the image. I tried successlessly to raise the upper edge of the
sand-brown area in my pigment_map...
---
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Attachments:
Download 'sl - cloud cities.png' (45 KB)
Preview of image 'sl - cloud cities.png'

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Sven Littkowski <I### [at] SvenLittkowski name> wrote:
> For some strange reason, it seems I am unable to change the location of
> the two colors inside my pigment_maps....
#declare Switch = 1;
#if (Switch)
#declare TextureA = texture {MyHullOutsideBottom};
#declare TextureB = texture {MyHullOutsideTop};
#else
#declare TextureA = texture {MyHullOutsideTop};
#declare TextureB = texture {MyHullOutsideBottom};
#end
Then redefine your texture maps using A and B
Post a reply to this message
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On 01.12.2017 20:32, Bald Eagle wrote:
> Sven Littkowski <I### [at] SvenLittkowski name> wrote:
>> For some strange reason, it seems I am unable to change the location of
>> the two colors inside my pigment_maps....
>
> #declare Switch = 1;
> #if (Switch)
> #declare TextureA = texture {MyHullOutsideBottom};
> #declare TextureB = texture {MyHullOutsideTop};
> #else
> #declare TextureA = texture {MyHullOutsideTop};
> #declare TextureB = texture {MyHullOutsideBottom};
> #end
>
> Then redefine your texture maps using A and B
>
>
Thanks. I actually found some errors already, but they are not with the
pigment_map.
But what I recognize, if I apply RBGT colors with transparency 0.75 to a
shape, and use a difference to take of another shape from it and that
shape has also transparency 0.75, the result is a pigment with no
transparency. Strange.
---
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http://www.avg.com
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Le 17-12-01 à 05:08, Sven Littkowski a écrit :
> On 01.12.2017 02:48, And wrote:
>> Sven Littkowski <I### [at] SvenLittkowski name> wrote:
>>> On 01.12.2017 01:32, And wrote:
>>>> I give you some value:
>>>> The size is radius, I post a picture, can find some value on it.
>>>
>>> Hi, big thanks.
>>>
>>> As I understand it, I need to add this media into the declaration of
>>> each sun, is that correct? And if so, would the sun sphere need to be
>>> hollow?
>>>
>>>
>>> ---
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>>
>> Sun...no, this is for cloud.
>>
> Olala! Thanks for telling me. Will try it out. :-) :-D
>
> But we need to find a way, to get a glow around the two suns, too.
>
Emissive media with a sprerical pattern and some turbulance.
One sphere for the sun itself, and a larget, concentrical one, for the glow.
The media for the glow should have a lower emissivity that the main one.
The media for the sun should probably be OK using an uniform density.
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Le 17-11-30 à 11:16, And a écrit :
> Then change to media:
>
Not enough samples. Try using at least 3 times as many, maybe even as
much as 50+ times more.
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Problem solved, big thanks! :-D
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On 01.12.2017 21:39, Alain wrote:
> Emissive media with a sprerical pattern and some turbulance.
> One sphere for the sun itself, and a larget, concentrical one, for the
> glow. The media for the glow should have a lower emissivity that the
> main one. The media for the sun should probably be OK using an uniform
> density.
Ahhhh.... yes. :-)
Will try, and update here.
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Am 02.12.2017 um 02:11 schrieb Sven Littkowski:
> For some strange reason, it seems I am unable to change the location of
> the two colors inside my pigment_maps ("MyHull" texture and "MyInterior"
> texture, both at the top of the code), even when changing the numeric
> values. Strange.
You can't just change the numeric value and expect that to work. You
need to re-order the entries according to their new numeric values.
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On 01.12.2017 23:58, clipka wrote:
> Am 02.12.2017 um 02:11 schrieb Sven Littkowski:
>> For some strange reason, it seems I am unable to change the location of
>> the two colors inside my pigment_maps ("MyHull" texture and "MyInterior"
>> texture, both at the top of the code), even when changing the numeric
>> values. Strange.
>
> You can't just change the numeric value and expect that to work. You
> need to re-order the entries according to their new numeric values.
>
Thanks.
The problem was a solved. I rewrote the entire pigment definition, and
used a different scale and transform. I got some really strange effects
along that way, but i have now the result I wanted. :-)
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clipka <ano### [at] anonymous org> wrote:
> Am 01.12.2017 um 20:42 schrieb Sven Littkowski:
> > The images still look nice. Sad only, that I self have no understanding
> > of media, I wished I could help here. Sounds like you should propose a
> > new feature inside the BETA section of this newsgroup, or expanding
> > existing features to make it possible to increase the density further.
>
> The issue isn't so much whether it is /possible/ to increase the
> density, but rather whether doing so gives /realistic results/.
>
You are correct.
> The problem is that the scattering media model is designed for cases
> where the media's density is non-uniform, but low enough that the single
> scattering contribution is dominant (i.e. a typical light ray will be
> deflected from its initial direction at most once), and the multiple
> scattering contribution (i.e. light that is deflected from its initial
> direction more than once) is negligible.
>
> Compare this to the subsurface light transport model, which is
> specifically designed for cases where the density is pretty much
> uniform, but high enough that the multiple scattering contribution is
> dominant.
>
>
> To extend the scattering media model in such a manner that it gives
> reasonably realistic results for high-density media, a monte-carlo-ish
> rendering approach would have to be used, where secondary rays would be
> shot here and there along the light's path (even recursively). Expect
> noisy results and/or high rendering times.
>
> This is in fact on my wishlist, but other stuff takes priority.
I respect you.
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Okay, I am ready to present the habitat module to you all!
The attached images show it by night, and by day. You can see the lower
deck and the main deck. And I show you the hovering habitat without and
with surface normal. The habitat module is not entirely finish, but
complete enough to present it to you all here, and to start a discussion
about it.
--------------------------------
The project behind that is this: every interested POV-Ray community
member can download the include file for this habitat, and add his/her
own interior designs and items to it. Then we all can render the main
scene with our all individual habitats in it! Everyone has an own taste,
so let's see what will happen!
--------------------------------
And here's the idea behind.
Welcome to a world very distant in the future from now!
Mankind has evolved, became mature. Earth's ecological systems almost
died under the "management" of us humans. After centuries of regional
and international conflicts, finally the need to save our planet became
urgent enough that mankind united. One united nation. A rigorous birth
control regime was introduced, bringing over several generation the
total human population down to 50 million, of which a big part lives
off-world, on other celestial bodies within the human solar system. Mars
and Venus have been terraformed, to some part by exchanging components
of their atmospheres with each other, and even the moon has been
terraformed. There are no cities on Earth anymore, but there are the
Towers - a few dozen kilometer-high towers erected far away from the
edges of the tectonic plates. mankind developed new materials and had
break-throughs in nanotechnology and Wendelstein technology.
Miniaturized nuclear fusion reactors, and very potent wind and solar
energy (huge solar stations around the sun and on the Mercury surface)
power everything, and nanotechnology allows to control the shape and
properties of intelligent materials. Those huge towers harbor on their
sides thousands of habitats.
Each human, after having reached mental maturity, has an own habitat -
shape-changing hovering mini environments that are fully controlled by
the human who lives inside. Inside, the air is clean and free of any
bacteria, while Earth has been reclaimed by its own wild nature. Humans
are now 2.20 m (units) tall and of a very slim body design. All races
are mixed. Life expectation: 250 to 300 years. When a habitat is docked,
its shape melts together with the tower's material and forms a round
bump on the surface. When the human decides to depart, the bump changes
into the discus shape and separates. through material control on nano
level. The humans spend almost the entire life in them, their bodies not
anymore used for the wild nature full of pathogens, bacteria, spores and
other threads. To go out, it takes the habitat 15 minutes to grow a
nano-layer over the human body for protection.
The habitats can connect to each other through the three ports each
module has. This allows gatherings and visits. But in that era, humans
are not used any longer to connect physically, that has become rare. For
redundancy, the habitat has 6 Wendelstein reactors, and 3 IQ systems. An
antigrav ring with 70 antigrav units move the habitat. The habitat reads
the electricity of the human brain waves and learns from earliest age to
interpret the thoughts of its inhabitant. Through the same cableless
interaction, our distant descendants communicate with each other and
work in the cultural and scientific fields - the only fields where
manpower is still desired. The solar IQ network is a conglomerate of
human and artificial intelligence, fed by the habitats, connects,
learns, adjusts where it has to be done, and executes tasks.
Humans let their habitats hover above and below clouds, land them or
water them, and have (despite the initial hardship) brief excursions for
pleasure or study. There is in-vitro food growing inside the habitats,
but many habitats are seen having plants and even trees inside, even
small hills. The control on nano level makes this possible. The lower
deck features three exit areas to enter the planet surface and nine
areas for storage, accommodation or production. The main deck features
more furniture or even patches of nature. The transparency of the cupola
can fade away to make the cupola visually impenetrable. Just the
thoughts of the human inhabitant can make the artificial intelligence of
the habitat reshaping surfaces and furniture, changing colors and
textures...
And that is where you come in: design your own habitat!
Do not change the blue antigrav module, and do not change the outside
texture of the lower part of the habitat disc. Do not change the shape
of the habitat. But feel free to make any other change you want!
---
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Attachments:
Download 'sl - cloud cities - habitat - night - lower floor.jpg' (115 KB)
Download 'sl - cloud cities - habitat - night - upper floor.jpg' (46 KB)
Download 'sl - cloud cities - habitat - day - below - texno.jpg' (68 KB)
Download 'sl - cloud cities - habitat - day - upper floor - texno.jpg' (112 KB)
Download 'sl - cloud cities - habitat - day - below - texyes.jpg' (205 KB)
Download 'sl - cloud cities - habitat - day - upper floor - texyes.jpg' (218 KB)
Preview of image 'sl - cloud cities - habitat - night - lower floor.jpg'

Preview of image 'sl - cloud cities - habitat - night - upper floor.jpg'

Preview of image 'sl - cloud cities - habitat - day - below - texno.jpg'

Preview of image 'sl - cloud cities - habitat - day - upper floor - texno.jpg'

Preview of image 'sl - cloud cities - habitat - day - below - texyes.jpg'

Preview of image 'sl - cloud cities - habitat - day - upper floor - texyes.jpg'

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