The following POV code is an 
adaptation of Mike 
Andrews clouds.pov code for just the clouds. I have a need to see how it 
was 
done, but in units of feet and not miles. I have tried to modify it, but 
it 
comes out pure black - though it renders just as slowly as his 
clouds.pov scene! 
Anyone know what I am doing wrong?
 
Jon
 
 
// Start of cloud code ... rather a 
mess.
#declare cloudShape = density { spotted ramp_wave 
}
 
#declare D_Cloud_Center =
density 
{
   cloudShape triangle_wave
   colour_map 
{
      [0.5 colour 
Gray95]
      [1.0 colour 
Gray75]
   }
}
 
// Calculate 
the correct colour_map values.
#declare NT = floor((groundRad + 6) 
/ 6);
#declare DT = (groundRad + 6)*5280 / NT;
#declare V1 = 1 
- (6 - 2.0)*5280 / DT;
#declare V2 = 1 - (6 - 2.5)*5280 / 
DT;
#declare V3 = 1 - (6 - 3.5)*5280 / DT;
#declare V4 = 1 - 
(6 - 4.5)*5280 / DT;
#declare V5 = 1 - (6 - 5.5)*5280 / 
DT;
#declare V6 = 1 - (6 - 6.0)*5280 / 
DT;
 
// container for cloud.
difference 
{
   sphere { 0, (groundRad + 6.0)*5280 }
 sphere { 
0, (groundRad + 3.5)*5280 }
   pigment { rgbf 1 
}
   interior {
      media 
{
         intervals 
mSamples
         scattering 
{ 2, rgb 5 extinction 
1.0}
         samples 2, 
mSamples
         confidence 
0.9999
         variance 
1/1000
         density { 
D_Cloud_Center scale 2*3*0.2*5280 }   // fine scale cloud 
detail
   density { D_Cloud_Center scale 2*3*0.08*5280 
}
         density 
{         // confine the cloud 
to the 
container
          
  
onion
          &nbs
p; colour_map 
{
          [V1 rgb 
0]
        [V2 rgb 
0]
        [V3 rgb 
0]
        [V4 rgb 
1]
        [V5 rgb 
1]
        [V6 rgb 
0]
            
}
            
scale DT
         
}
         // large scale 
cloud detail
         density 
{
            
onion
       colour_map 
{
        [V1 rgb 
0]
        [V2 rgb 
1]
        [V3 rgb 
1]
        [V4 rgb 
0]
        [V5 rgb 
0]
        [V6 rgb 
0]
       
}
            
warp { turbulence 0.25*0.8 octaves 3 lambda 3 omega 0.7 
}
            
scale DT
         
}
      }
   }
   
translate -groundRad*5280*y
   
hollow
}
 
// atmosphere 
#declare NT = 
floor((groundRad + 20.0) / 20.0);
#declare DT = (groundRad + 
20.0)*5280 / NT;
#declare V1 = 1 - (20.0 - 5.0)*5280 / 
DT;
#declare V2 = 1 - (20.0 - 5.0)*5280 / 
DT;
 
sphere {
   0, (groundRad + 
20.0)*5280
   pigment { rgbf 1 }
   interior 
{
      media 
{
         intervals 
mSamples
   scattering { 4, rgb atmCol extinction 1 
}
   samples 2, mSamples
   confidence 
0.9999
   variance 
1/1000
         density 
{
            
onion 
ramp_wave
          
  colour_map 
{
           &n
bsp;   [V1 rgb 
1]
           &
nbsp;   [V2 rgb 
0.5]
           
;    [1  rgb 
0]
            
}
         
}
         scale 
DT
      }
   }
   
translate -groundRad*5280*y
   
hollow
}