POV-Ray : Newsgroups : povray.binaries.scene-files : cloud code from more balls Server Time
2 Sep 2024 14:18:27 EDT (-0400)
  cloud code from more balls (Message 1 to 4 of 4)  
From: Mick Hazelgrove
Subject: cloud code from more balls
Date: 10 Sep 2001 13:08:52
Message: <3b9cf3a4@news.povray.org>
here's the code several people have asked for - it's a mess.... based on
some code posted by Kevin Ellis a couple of years ago.

difference {
  sphere { 0,Rad}
  sphere {0,Rad-15000}
  material{
    texture{
      pigment{ rgbf 1}
    }
    interior{
      media{
        scattering {2,<.01,.012,.01>/2.75 extinction 1/2.75 }  //was 1.75
        method 3
        samples 15,15
        intervals 1

         density { //one
          wrinkles
          ramp_wave
          //turbulence .3
          color_map {
            [0 rgb 0]
            [0.4 rgb 0] //was .4
            [0.6 rgb 0.275] //0.275
            [1 rgb 0.475]   //0.475
          }//colmap
          scale <10000,5000,9000>/1.5
          rotate y*25
         translate <1000,Rad-30000,0>
        }//density

        density {//2
          //boxed
          marble
          //agate
          //wrinkles
          //spotted
          triangle_wave
          //sine_wave
          turbulence 1.5
          color_map {
            [0 rgb 0]
            [0.3 rgb 0] //was 3
            [0.75 rgb 0.25] //0.2
            [1 rgb 0.5]   //0.4
          }//colmap
          scale <10000,5000,7500>*10  //10
          rotate y*-25
         translate <0,Rad-30000,0>
        }//density

      }//media
    }//interior
  }//material
  hollow
  rotate y*70
  rotate z*15
  translate <0,32000-Rad,0>
}//difference

Mick


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From: Mick Hazelgrove
Subject: Re: cloud code from more balls
Date: 10 Sep 2001 13:28:43
Message: <3b9cf84b@news.povray.org>
oops! you'll need this too.

#version 3.5;
#include"functions.inc"
#declare Rad_on =0;

global_settings {
assumed_gamma 1.0
max_trace_level 12
noise_generator 1

 #if(Rad_on =1)
   radiosity{
   pretrace_start 0.08
   pretrace_end   0.01
   count 20
   nearest_count 5
   error_bound 0.4
   recursion_limit 1
   low_error_factor 0.5
   gray_threshold 0
   minimum_reuse 0.015
   brightness 1.5
   adc_bailout 0.006
   normal on
  }
 #end
}

#declare Rad = 2500000 / (2 * pi);

camera {
 location <0,-1.975,-14.25> //was -15 y was -1.85
 angle 55
 look_at <0,0,0>
}

light_source {<0,500000,93000000>
color rgb <0.9965, 0.675, 0.275> *.15
media_attenuation on
media_interaction on
 }


light_source {<-100,200,-100>
color rgb <0.99, 0.75, 0.25>*.325
media_attenuation off
media_interaction off
}


sky_sphere
{
  pigment
  {
    gradient y turbulence .2
    color_map { [0.0 color rgb <1,.9,.375>/2  ] [0.8 color
rgb<.7,.8,1> ] }rotate x*15 // <.8,.8,.9>
  }
}

plane{y,-5 pigment{rgb<.8,.4,.2>}
normal{bumps .5 scale 2}
finish{reflection .75 ambient 0 diffuse .1
}
}


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From: Andy Cocker
Subject: Re: cloud code from more balls
Date: 10 Sep 2001 13:29:10
Message: <3b9cf866@news.povray.org>
Thanks Mick.

Andy Cocker


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From: Mick Hazelgrove
Subject: Re: cloud code from more balls
Date: 10 Sep 2001 13:39:25
Message: <3b9cfacd@news.povray.org>
Sorry I've posted this in the wrong group - long day...


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