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"Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> 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)
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I also like some other ones by different person. But It would be great if ... I
can imitate its fluffy feature.this image.
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"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?
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"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]
}}
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> "Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> 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.
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>
> 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>
}
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"Bald Eagle" <cre### [at] netscape net> 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.
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"Kontemplator" <haf### [at] yahoo com> 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
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Alain <kua### [at] videotron ca> wrote:
> > "Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> 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
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"Kenneth" <kdw### [at] gmail com> 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
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