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I have spent months trying to write realistic cloud code. All my attempts
have come to nothing. The nearest thing to realistic clouds in Pov and
possibly the only way to do it well, is Mike Andrews clouds code. So I guess
I shall be working with that for a while. If anyone has any other useful and
workable suggestions, now's yer chance ter get 'em off yer chest!
Mick
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Hi -- haven't got time to test this but it should work
cloud {<0, 1000, 0>
pigment {rgb 1}
fluffiness 5
looks_like_rain 0
}
--
Ian
Inkwell: Ian's Homepage
http://www.topcities.com/cartoon/inkwell/index.htm
"Mick Hazelgrove" <mic### [at] mhazelgrove fsnet co uk> wrote in message
news:39a26f57@news.povray.org...
> I have spent months trying to write realistic cloud code. All my attempts
> have come to nothing. The nearest thing to realistic clouds in Pov and
> possibly the only way to do it well, is Mike Andrews clouds code. So I
guess
> I shall be working with that for a while. If anyone has any other useful
and
> workable suggestions, now's yer chance ter get 'em off yer chest!
>
> Mick
>
>
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In article <39a283b8@news.povray.org>, "Ian Witham"
<ian### [at] hotmail com> wrote:
> Hi -- haven't got time to test this but it should work
>
> cloud {<0, 1000, 0>
> pigment {rgb 1}
> fluffiness 5
> looks_like_rain 0
> }
That will give you whispy, fluffy clouds, because cloud_type defaults to
cirrus. If you want dark, rain filled thunderheads, try adding
"cloud_type CUMULONIMBUS".
(assuming you have clouds.inc #included for the CUMULONIMBUS declaration)
:-)
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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"Mick Hazelgrove" <mic### [at] mhazelgrove fsnet co uk> wrote in message
news:39a26f57@news.povray.org...
> All my attempts
> have come to nothing.
Life is but a walking shadow,
It is a poor player that struts and frets his hour upon the stage
And then is heard no more.
It is a tale told by an idiot,
Full of sound and fury,
Signifying nothing.
-Bill S.
However, I beg to differ. For example, your recent "Stones" picture had an
amazing sky. And the one with the misty appearance was equally exceptional.
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Maybe the clouds on my site are useful? (tutorials-section)
ZK
http://www.povplace.be.tf
Mick Hazelgrove <mic### [at] mhazelgrove fsnet co uk> schreef in berichtnieuws
39a26f57@news.povray.org...
> I have spent months trying to write realistic cloud code. All my attempts
> have come to nothing. The nearest thing to realistic clouds in Pov and
> possibly the only way to do it well, is Mike Andrews clouds code. So I
guess
> I shall be working with that for a while. If anyone has any other useful
and
> workable suggestions, now's yer chance ter get 'em off yer chest!
>
> Mick
>
>
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There have been one or two small successes along the way but - always a
but - they are not what I want. I want big, juicy cumulus nimbus, chunky
clouds and control over the whole process.
Mick
.
"Dave Blandston" <gra### [at] earthlink net> wrote in message
news:39a2a1b0$1@news.povray.org...
>
> "Mick Hazelgrove" <mic### [at] mhazelgrove fsnet co uk> wrote in message
> news:39a26f57@news.povray.org...
> > All my attempts
> > have come to nothing.
>
> Life is but a walking shadow,
> It is a poor player that struts and frets his hour upon the stage
> And then is heard no more.
> It is a tale told by an idiot,
> Full of sound and fury,
> Signifying nothing.
> -Bill S.
>
> However, I beg to differ. For example, your recent "Stones" picture had an
> amazing sky. And the one with the misty appearance was equally
exceptional.
>
>
>
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Yes it's a nice technique, very similar to Jaime's clouds but I'm after a
media solution.
Mick
"Zeger Knaepen" <zeg### [at] yahoo com> wrote in message
news:39a2aece$1@news.povray.org...
> Maybe the clouds on my site are useful? (tutorials-section)
>
> ZK
> http://www.povplace.be.tf
>
> Mick Hazelgrove <mic### [at] mhazelgrove fsnet co uk> schreef in berichtnieuws
> 39a26f57@news.povray.org...
> > I have spent months trying to write realistic cloud code. All my
attempts
> > have come to nothing. The nearest thing to realistic clouds in Pov and
> > possibly the only way to do it well, is Mike Andrews clouds code. So I
> guess
> > I shall be working with that for a while. If anyone has any other useful
> and
> > workable suggestions, now's yer chance ter get 'em off yer chest!
> >
> > Mick
> >
> >
>
>
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have you tried generating a cloud with blobs in a macro? you may be
able to do it similar to the macro somebody made to fill a box full of
spheres. where that made the spheres not intersect, it would probably
be easy to make them intersect. instead of filling a box, maybe you
could fill a blob. and use some kind of proximity thing so there are
bigger blobs in the middle and smaller ones as you move to the edges for
detail. and maybe you could specify how full the container blob is of
filler blobs. and for tests you could just make your filler a solid
color before dipping into media and long render times. i don't know,
maybe someone has already tried this and failed?
Mick Hazelgrove wrote:
>
> Yes it's a nice technique, very similar to Jaime's clouds but I'm after a
> media solution.
>
> Mick
>
> "Zeger Knaepen" <zeg### [at] yahoo com> wrote in message
> news:39a2aece$1@news.povray.org...
> > Maybe the clouds on my site are useful? (tutorials-section)
> >
> > ZK
> > http://www.povplace.be.tf
> >
> > Mick Hazelgrove <mic### [at] mhazelgrove fsnet co uk> schreef in berichtnieuws
> > 39a26f57@news.povray.org...
> > > I have spent months trying to write realistic cloud code. All my
> attempts
> > > have come to nothing. The nearest thing to realistic clouds in Pov and
> > > possibly the only way to do it well, is Mike Andrews clouds code. So I
> > guess
> > > I shall be working with that for a while. If anyone has any other useful
> > and
> > > workable suggestions, now's yer chance ter get 'em off yer chest!
> > >
> > > Mick
> > >
> > >
> >
> >
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ryan constantine wrote in message <39A2DE79.92108FB7@yahoo.com>...
>have you tried generating a cloud with blobs in a macro? you may be
>able to do it similar to the macro somebody made to fill a box full of
>spheres. where that made the spheres not intersect, it would probably
>be easy to make them intersect. instead of filling a box, maybe you
>could fill a blob. and use some kind of proximity thing so there are
>bigger blobs in the middle and smaller ones as you move to the edges for
>detail. and maybe you could specify how full the container blob is of
>filler blobs. and for tests you could just make your filler a solid
>color before dipping into media and long render times. i don't know,
>maybe someone has already tried this and failed?
>
I tried that briefly a few months ago (trying to reproduce a thunderstorm)
I didn't spend much time on it because I couldn't get the edges to look
anything other than solid.
Maybe I should have another look at it. Maybe media with a blob pattern...
Gail
********************************************************************
* gsh### [at] monotix co za * Reality.dat not found *
* http://www.rucus.ru.ac.za/~gail/ * Attempting to reboot universe *
********************************************************************
* The best way to accelerate Windows NT is at 9.8 m/s^2 *
********************************************************************
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and please note that Silver_Lining is a mandatory parameter for all cloud code.
Ian Witham wrote:
> Hi -- haven't got time to test this but it should work
>
> cloud {<0, 1000, 0>
> pigment {rgb 1}
> fluffiness 5
> looks_like_rain 0
> }
>
> --
>
> Ian
>
> Inkwell: Ian's Homepage
> http://www.topcities.com/cartoon/inkwell/index.htm
> "Mick Hazelgrove" <mic### [at] mhazelgrove fsnet co uk> wrote in message
> news:39a26f57@news.povray.org...
> > I have spent months trying to write realistic cloud code. All my attempts
> > have come to nothing. The nearest thing to realistic clouds in Pov and
> > possibly the only way to do it well, is Mike Andrews clouds code. So I
> guess
> > I shall be working with that for a while. If anyone has any other useful
> and
> > workable suggestions, now's yer chance ter get 'em off yer chest!
> >
> > Mick
> >
> >
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But doesn't every cloud had Silver_Lining by default?
"Richard Morton" <ric### [at] hotmail removethisbit com> wrote in message
news:39A3E0F8.9A1EC666@hotmail.removethisbit.com...
> and please note that Silver_Lining is a mandatory parameter for all cloud
code.
>
> Ian Witham wrote:
>
> > Hi -- haven't got time to test this but it should work
> >
> > cloud {<0, 1000, 0>
> > pigment {rgb 1}
> > fluffiness 5
> > looks_like_rain 0
> > }
> >
> > --
> >
> > Ian
> >
> > Inkwell: Ian's Homepage
> > http://www.topcities.com/cartoon/inkwell/index.htm
> > "Mick Hazelgrove" <mic### [at] mhazelgrove fsnet co uk> wrote in message
> > news:39a26f57@news.povray.org...
> > > I have spent months trying to write realistic cloud code. All my
attempts
> > > have come to nothing. The nearest thing to realistic clouds in Pov
and
> > > possibly the only way to do it well, is Mike Andrews clouds code. So I
> > guess
> > > I shall be working with that for a while. If anyone has any other
useful
> > and
> > > workable suggestions, now's yer chance ter get 'em off yer chest!
> > >
> > > Mick
> > >
> > >
>
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"Ian Witham" <ian### [at] hotmail com> wrote in message
news:39a3920a@news.povray.org...
> But doesn't every cloud had Silver_Lining by default?
Nope - however, every silver_lining does have a cloud.
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WOW! Someone still finds these clouds useful? Pardon me while I pick
myself up off the floor. :-)
I haven't had time to do much rendering recently (ie the last six months
or so) and my cloud studies have seriously fallen by the wayside. I
almost produced an entry for the IRTC this time, the basic scene was
finished a month ago, but then things got busy and I haven't touched it
since. I'll keep it on my active projects list, but I don't know if I'll
ever get it to a 'finished' state ...
I've experimented, with very limited success, in producing single
cumulus/thunder head/storm cell cloud forms using isosurfaces. Nothing
very useful or workable I'm afraid. I still think about the problem when
I see a nice sunset or towering rain cloud, trying to imagine how to
produce the form and sheer variation in cloud texture that you see, but
ideas have been few and far between.
Please don't give up on the idea, maybe just put it on the back burner
for a few months. I'm sure the capability is there, it just needs
teasing out of obscurity ...
Bye for now,
Mike Andrews.
Mick Hazelgrove wrote:
>
> I have spent months trying to write realistic cloud code. All my attempts
> have come to nothing. The nearest thing to realistic clouds in Pov and
> possibly the only way to do it well, is Mike Andrews clouds code. So I guess
> I shall be working with that for a while. If anyone has any other useful and
> workable suggestions, now's yer chance ter get 'em off yer chest!
>
> Mick
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In article <39A3BBC7.2333BA49@reading.ac.uk>, Michael Andrews
<M.C### [at] reading ac uk> wrote:
> I still think about the problem when I see a nice sunset or towering
> rain cloud, trying to imagine how to produce the form and sheer
> variation in cloud texture that you see, but ideas have been few and
> far between.
Maybe an atmospheric particle system of some sort would be useful...I
don't know how you would do it, though. Maybe high drag, a couple
emitters per cloud with different temperatures and directions...
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Chris Huff wrote:
>
> Maybe an atmospheric particle system of some sort would be useful...I
> don't know how you would do it, though. Maybe high drag, a couple
> emitters per cloud with different temperatures and directions...
>
I don't think that would suffice for a good cloud simulation, because cloud
particles are not emitted from a source but come into existence everywere in the
cloud. You would probably have to include the condensation and evaporation(?)
of water in your system.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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In article <39A56246.446814D4@schunter.etc.tu-bs.de>,
chr### [at] gmx de wrote:
> I don't think that would suffice for a good cloud simulation, because
> cloud particles are not emitted from a source but come into existence
> everywere in the cloud. You would probably have to include the
> condensation and evaporation(?) of water in your system.
First: the goal wouldn't be to simulate the formation of clouds, but to
simulate the shape and texture. This should be a bit
simpler...convection and wind should be enough.
Second: in most of my particle systems, including my patch, you can
define an area for each emitter, instead of just a point.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Chris Huff schrieb:
>
> First: the goal wouldn't be to simulate the formation of clouds, but to
> simulate the shape and texture. This should be a bit
> simpler...convection and wind should be enough.
> Second: in most of my particle systems, including my patch, you can
> define an area for each emitter, instead of just a point.
>
Oh sorry, didn't know that :-)
I't probably mainly a matter of proper placement of the paticle emitters.
BTW, do your paticles also vanish ? (like when a cloud disintegrates)
that's probably not that important when simulating heavy new clouds but could be
useful for clouds thinning out because of less humidity.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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In article <39A569ED.864BBB10@schunter.etc.tu-bs.de>,
chr### [at] gmx de wrote:
> BTW, do your paticles also vanish ? (like when a cloud disintegrates)
Yes. The particles are killed when they reach a certain age.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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