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"Gail Shaw" <initialsurname@sentech sa dot com> wrote:
> "alphaQuad" <alp### [at] earthlink net> wrote in message
> news:web.472f6d7d2a06dfe9c51101a30@news.povray.org...
>
> Added a line that may help.
>
> I usually do this with fog. See below.
my previous post was posted before reading your post. Will try this next but
should be some time before I have a report.
thank you Gail, it looks like what I could not conceive with so little
experience.
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"alphaQuad" <alp### [at] earthlink net> schreef in bericht
news:web.472f54862a06dfe9c51101a30@news.povray.org...
> For anyone following along here, think I found it.
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4381be8f2e4ee441731f01d10%40news.povray.org%3E/?ttop=251451
> &toff=1300
>
That's the one.
>
>
> that was painful going back to nov 2005 and
> not reading some of the subjects, had to look away 'til got I there.
>
<grin>
Thomas
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This is the code I used in one of my images:
//-- start code --
#declare MoonMap =
material {
texture {
pigment {
image_map {
png "PlanetMaps\MoonMap.png"
map_type 1
once
interpolate 2
}
scale <1,1,1>
//rotate 90*x
}
normal {
bump_map {
png "PlanetMaps\MoonBump.png"
map_type 1
once
interpolate 2
}
scale <1,1,1>
//rotate 90*x
bump_size 1.0
}
finish {
ambient 0.0
diffuse 0.5
}
}
//rotate <20.0, 0.0, -25.0>
}
sphere { // Moon
<0,0,0>,1
material {
MoonMap
}
scale 80.0
rotate -90*y
translate <-300.0, 200.0, 1000.0>
}
// Sky
#declare BlueSkySphere =
texture {
pigment {
gradient y
pigment_map {
[0.0 rgb <0.6,0.7,1.0>*1.5 transmit 0.5]
[1.0 rgb <0.437467, 0.824265, 1.0>*1.5 transmit 0.5]
}
}
finish {
ambient 0.9
diffuse 0.0
}
}
#declare CosmosSkySphere =
texture {
pigment {
color rgbt <0,0,0,1>
}
finish {
ambient 0.0
diffuse 0.0
}
}
sphere {
<0,0,0>,1
texture { BlueSkySphere }
interior_texture { CosmosSkySphere } //using inverse puts the inside of
the sphere outside
no_shadow
no_reflection
inverse // no need for hollow
scale 400
}
//-- end code--
Thomas
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alphaQuad napsal(a):
> ...
> from that I applied (inside and out) a gradient (as)"you would give a
> sky_sphere"
> with a transparency but apparently did not have the experience required.
> ...
> sphere { <0,0,0>, 2000.0
> interior_texture {
> // ior 1.5
> pigment {
> gradient y
> color_map {
> [0.0 rgbf <0.6,0.7,1.0,1>]
> [1 rgbf <0.4,0.5,0.8,1>]
> }
> }
> finish { ambient 1 diffuse 0 }
> }
> ...
scale the pigment 2000 times.
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alphaQuad nous apporta ses lumieres en ce 2007/11/06 02:39:
> well it was a labor to play with filters.
>
> and certainly a great deal of help was provided that gave some insight.
>
> Great.
>
>
> not happy with foggy clouds. they are bozo mapped. Bruno's look crisp.
>
> some ideas mentioned were not completely understood, maybe some day.
> (or some insightful and generous script posting)
>
> the gradient sphere was never seen but now that I think about it, that pattern
> would go away if you scale y maybe?
>
> PO
>
>
> ------------------------------------------------------------------------
>
Nice! That's what I can call a beleiveable moon.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you wonder if ground fog or
athmosphere will look better for your company's market share pie chart.
Christoph Rieder
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
> This is the code I used in one of my images:
bump map retrieved from: (is this a good bumpmap?)
http://planetpixelemporium.com/earth.html
Because parts of this works with parts of what I have. rendered as is, there is
no moon with bump map so perhaps the map is in question.
This method does not light the water and detail is lost. Here I am at a loss as
to what to do, to bring back water detail and leave moon as is.
Scripts to scene-files for improvement - maps not included.
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![waterscene_06_thom.png](/povray.binaries.images/attachment/%3Cweb.4730b88ad7c6bfa28ab72f490%40news.povray.org%3E/waterscene_06_thom.png?preview=1)
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here color and detail lost but some water detail saved.
done by mapping a background plane with previous render.
I understand the idea, but pov can do this pre-render for you?
(thereby not losing detail?)
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Gail's fog method seems to have the effect of blending everything nicely and
lights the water detail
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if anyone wants to work on waterscene_05, I've upload another zip to include
this file.
<web.4730cbc43264e6828ab72f490@news.povray.org>
was that a link? still learnin this board. it was here
http://news.povray.org/povray.binaries.scene-files/message/%3Cweb.4730cbc43264e6828ab72f490%40news.povray.org%3E/#%3Cwe
b.4730cbc43264e6828ab72f490%40news.povray.org%3E
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final touch up
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