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
}