|  |  | Absorption an emission media should also be compensated for media 
scaling. Here is an update for both cloud and atmosphere, to be replaced 
with originals.
//start code
//========================================================================
//Cloud layer:
#declare C_Cloud = <252, 252, 253>/255;
#declare C_Sky3  = <225, 225, 226>/255;
#declare C_Scattering = C_Cloud*10;
#declare C_Absorption = (1-C_Cloud)*800;
#declare C_Emission   = C_Cloud*0.1;//C_Sky3*0.01;
#declare C_Scale    = 200;
#declare Turbulence = 0.15; //0.15; // cloud turbulence
#declare Lambda     = 3; // cloud lambda
#declare Omega      = 0.6; // cloud omega
#declare Cloud1 =
box {
   <-0.5, 0, -0.5>, <0.5, 1.0, 0.5>
   texture {pigment {rgbt 1} finish {diffuse 0}}
   //texture {pigment {rgbt <1,0,0,0.9>} finish {diffuse 1}}
   hollow
   interior {
     media {
       scattering {1, rgb C_Scattering/C_Scale /*extinction 0.15*/}
       absorption rgb C_Absorption/C_Scale
       emission rgb C_Emission/C_Scale
       intervals 1
       samples 100
       density {
         density_file df3 "Scattered_03.df3"
         turbulence Turbulence
         lambda Lambda
         omega Omega
         interpolate 1
         translate <-0.5, 0.0, -0.5>
       }
     }
   }
   scale C_Scale
   scale <10, 0.5, 10>
   rotate y*0
   translate <0, 101, C_Scale*5>
}
Cloud1
//========================================================================
//Atmospheric haze under the cloud layer:
#declare C_Fog          = <250, 250, 250>/255;
#declare Fog_Scattering = C_Fog*0.1;
#declare Fog_absorption = (1-C_Fog)*2;
#declare Fog_Scale      = 200;
#declare Fog =
box {
   <-0.5, -1.0, -0.5>, <0.5, 0.0, 0.5>
   texture {pigment {rgbt 1} finish {diffuse 0}}
   hollow
   interior {
     media {
       scattering {1, rgb Fog_Scattering/Fog_Scale /*extinction 0.15*/}
       absorption rgb Fog_absorption/Fog_Scale
       intervals 1
       samples 100
     }
   }
   scale Fog_Scale
   scale <10, 1, 10>
   translate <0, 100, C_Scale*5>
}
Fog
//end code
-- 
Thomas
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