POV-Ray : Newsgroups : povray.binaries.images : Real Clouds with Real Problems Server Time
2 Aug 2024 00:18:40 EDT (-0400)
  Real Clouds with Real Problems (Message 21 to 30 of 38)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 8 Messages >>>
From: And
Subject: Re: Real Clouds with Real Problems
Date: 14 Jan 2018 09:20:00
Message: <web.5a5b660691cbe459ecbf4b3e0@news.povray.org>
"Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> wrote:
> The same with a higher sun.

I know this is a very long time ago thread, but if it can be responded I want to
know what is the pattern (density) of the cloud. I'm doing some effort in a
program which need generate cloud shape. And this... I admire its pattern.(and
with its cloud thickness)


Post a reply to this message

From: And
Subject: Re: Real Clouds with Real Problems
Date: 14 Jan 2018 09:30:00
Message: <web.5a5b690d91cbe459ecbf4b3e0@news.povray.org>
I also like some other ones by different person. But It would be great if ... I
can imitate its fluffy feature.this image.


Post a reply to this message

From: Bald Eagle
Subject: Re: Real Clouds with Real Problems
Date: 14 Jan 2018 10:05:01
Message: <web.5a5b718891cbe4595cafe28e0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> I also like some other ones by different person. But It would be great if ... I
> can imitate its fluffy feature.this image.

Have you looked at

http://www.f-lohmueller.de/pov_tut/backgrnd/p_sky1.htm

yet?


Post a reply to this message

From: Kontemplator
Subject: Re: Real Clouds with Real Problems
Date: 14 Jan 2018 10:30:00
Message: <web.5a5b774d91cbe4596ecbe6480@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> I also like some other ones by different person. But It would be great if ... I
> can imitate its fluffy feature.this image.

Mosty I use the granite pattern for fluffy clouds:

density{ granite scale 5
    turbulence 0
    color_map {
     [.5 rgb 0.0]
     [1 rgb 1.0]
     }}


Post a reply to this message

From: Alain
Subject: Re: Real Clouds with Real Problems
Date: 14 Jan 2018 13:33:20
Message: <5a5ba270$1@news.povray.org>

> "Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> wrote:
>> The same with a higher sun.
> 
> I know this is a very long time ago thread, but if it can be responded I want to
> know what is the pattern (density) of the cloud. I'm doing some effort in a
> program which need generate cloud shape. And this... I admire its pattern.(and
> with its cloud thickness)
> 

For single clouds, you can use the spherical pattern, scaled to the 
desired proportions, and add some turbulence.
For a group of clouds, you can use the bozo/bumps pattern and modulate 
it with a granite or agate pattern, also with a fair amount of turbulence.

You can use several wrap{turbulence...} at various scales to get the 
fine details. You can also increase the octaves and use larger omega 
parameter to get a similar effect.

For stratus clouds, a simple plane with some pattern can do the trick. 
Those are high altitude, thin clouds.


Post a reply to this message

From: Kenneth
Subject: Re: Real Clouds with Real Problems
Date: 14 Jan 2018 14:10:00
Message: <web.5a5ba9a091cbe459a47873e10@news.povray.org>
>
> I know this is a very long time ago thread, but if it can be responded I want to
> know what is the pattern (density) of the cloud.

For the cloud shape itself, I use turbulence (and its 'omega' value) in the
media's density statement, to get the broken-up wispy look; although,
Kontemplator's use of the granite pattern (and no turbulence) is an interesting
way to do it too. The correct amount of turbulence/omega is really an artistic
decision-- whatever looks pleasing. It's difficult to say what the 'correct'
cloud shape should be.

Kirk Andrews' clouds in his original image posts here look quite sophisticated--
probably a *combination* of media types (scattering and absorption, maybe) as
well as scattering media for the overall atmosphere, to cast light-shadow rays.
His clouds look like they are scaled smaller in the y-axis (in other words, the
original spherical cloud shape was squashed down slightly) to make them look
more realistic.

This code is for one of my own typical clouds-- although I usually change
*something* every time I make one!

--------------
sphere{0,1
hollow on
texture{
    pigment {rgbt 1}
    finish {ambient 0 diffuse 1}
    }
    interior{
        media{
            scattering{1, 3.0 extinction 1.0}
            absorption 1.0
            method 3
            intervals 1
            samples 20
            density{
                spherical
                    color_map{
                            [0.22 rgb 0]
                            [0.32 rgb 1]
                            [1.0 rgb 1]
                             }
                   scale 2.5
                   warp{turbulence .8 omega .7}
                   scale 1/2.5
                   }
              }
             }
          scale <1,.6,1>
         }


Post a reply to this message

From: And
Subject: Re: Real Clouds with Real Problems
Date: 15 Jan 2018 03:10:02
Message: <web.5a5c612d91cbe459ecbf4b3e0@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > I also like some other ones by different person. But It would be great if ... I
> > can imitate its fluffy feature.this image.
>
> Have you looked at
>
> http://www.f-lohmueller.de/pov_tut/backgrnd/p_sky1.htm
>
> yet?

I ever browsed this but I don't noticed here is a solution of what I ask.


Post a reply to this message

From: And
Subject: Re: Real Clouds with Real Problems
Date: 15 Jan 2018 03:25:00
Message: <web.5a5c655591cbe459ecbf4b3e0@news.povray.org>
"Kontemplator" <haf### [at] yahoocom> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > I also like some other ones by different person. But It would be great if ... I
> > can imitate its fluffy feature.this image.
>
> Mosty I use the granite pattern for fluffy clouds:
>
> density{ granite scale 5
>     turbulence 0
>     color_map {
>      [.5 rgb 0.0]
>      [1 rgb 1.0]
>      }}

Oh well


Post a reply to this message

From: And
Subject: Re: Real Clouds with Real Problems
Date: 15 Jan 2018 03:45:01
Message: <web.5a5c694f91cbe459ecbf4b3e0@news.povray.org>
Alain <kua### [at] videotronca> wrote:

> > "Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> wrote:
> >> The same with a higher sun.
> >
> > I know this is a very long time ago thread, but if it can be responded I want to
> > know what is the pattern (density) of the cloud. I'm doing some effort in a
> > program which need generate cloud shape. And this... I admire its pattern.(and
> > with its cloud thickness)
> >
>
> For single clouds, you can use the spherical pattern, scaled to the
> desired proportions, and add some turbulence.
> For a group of clouds, you can use the bozo/bumps pattern and modulate
> it with a granite or agate pattern, also with a fair amount of turbulence.
>
> You can use several wrap{turbulence...} at various scales to get the
> fine details. You can also increase the octaves and use larger omega
> parameter to get a similar effect.
>
> For stratus clouds, a simple plane with some pattern can do the trick.
> Those are high altitude, thin clouds.

It seems most of people using turbulence doing the trick


Post a reply to this message

From: And
Subject: Re: Real Clouds with Real Problems
Date: 15 Jan 2018 04:00:01
Message: <web.5a5c6d0391cbe459ecbf4b3e0@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> >
> > I know this is a very long time ago thread, but if it can be responded I want to
> > know what is the pattern (density) of the cloud.
>
> For the cloud shape itself, I use turbulence (and its 'omega' value) in the
> media's density statement, to get the broken-up wispy look; although,
> Kontemplator's use of the granite pattern (and no turbulence) is an interesting
> way to do it too. The correct amount of turbulence/omega is really an artistic
> decision-- whatever looks pleasing. It's difficult to say what the 'correct'
> cloud shape should be.
>
> Kirk Andrews' clouds in his original image posts here look quite sophisticated--
> probably a *combination* of media types (scattering and absorption, maybe) as


In fact I mean  Bruno Cabasson's image.


> well as scattering media for the overall atmosphere, to cast light-shadow rays.
> His clouds look like they are scaled smaller in the y-axis (in other words, the
> original spherical cloud shape was squashed down slightly) to make them look
> more realistic.
>
> This code is for one of my own typical clouds-- although I usually change
> *something* every time I make one!
>
> --------------
> sphere{0,1
> hollow on
> texture{
>     pigment {rgbt 1}
>     finish {ambient 0 diffuse 1}
>     }
>     interior{
>         media{
>             scattering{1, 3.0 extinction 1.0}
>             absorption 1.0
>             method 3
>             intervals 1
>             samples 20
>             density{
>                 spherical
>                     color_map{
>                             [0.22 rgb 0]
>                             [0.32 rgb 1]
>                             [1.0 rgb 1]
>                              }
>                    scale 2.5
>                    warp{turbulence .8 omega .7}
>                    scale 1/2.5
>                    }
>               }
>              }
>           scale <1,.6,1>
>          }



I will try


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 8 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.