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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 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 { [V1 rgb 1] [V2 rgb 0.5]
[1 rgb 0] } } scale DT } }
translate -groundRad*5280*y hollow}
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Attachments:
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Sorry about that last message, I accidentally sent it as HTML. Here it is as
pure text.
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
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 {
[V1 rgb 1]
[V2 rgb 0.5]
[1 rgb 0]
}
}
scale DT
}
}
translate -groundRad*5280*y
hollow
}
Post a reply to this message
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Hi Jon,
Your basic problem is that the medias are now too dense for your distance
unit.
If you put in
#declare atmCol = atmCol / 5280;
just after atmCol is defined and change
[0.5 colour Gray95]
[1.0 colour Gray75]
to
[0.5 colour Gray95 / 5280]
[1.0 colour Gray75 / 5280]
in the D_Cloud_Center declaration it should work.
Have fun,
Mike Andrews.
Jon Berndt wrote:
> 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]
> }
> }
>
[code clipped]
Post a reply to this message
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