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see my post in general. this takes care of the problem of emitting
media on the dark side of the planet. pay no mind the image maps on the
planet. use your own. you'll notice that the planet is a
height-field-modified-isosurface. pretty neat. also ignore the light
groups. i was using this file as an inc in another pic. other than
that, enjoy.
//HFsphere from Gilles Tran, clouds on Jeff Lee's from orbit.pov
//Everything else is done by ryan constantine
#version unofficial Megapov 0.5;
// ----------------------------------------
global_settings {
adc_bailout 0.01/1
ambient_light <0,0,0>
assumed_gamma 2.2
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
radiosity {
pretrace_start 0.08
pretrace_end 0.04
brightness 1
count 100
distance_maximum 0.0
error_bound 1
gray_threshold 0.0
low_error_factor 0.5
minimum_reuse 0.015
nearest_count 5
recursion_limit 3
}
}
/*camera { // Camera StdCam
location < -25000, 0.0, 0.0>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.84031, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
angle 40 // Vertical 24.541
look_at < -2800.0, -5000.0, 2800.0>
} */
background{color rgb <0,0,0>}
#declare SunAngle=25*(3.14159/180);
#declare YDistance=1496000*cos(SunAngle)*(-1);
#declare XDistance=1496000*sin(SunAngle)*(-1);
light_source { // Light1
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>*2
area_light<69600,0,69600>,<-69600,0,-69600>,2,2
circular
orient
fade_power 2
adaptive 1
media_attenuation off
translate <0, YDistance, 0>
parallel
point_at <0,0,0>
groups "main,xwing"
}
// create a regular point light source
light_source
{
0*x // light's position (translated below)
color rgb<1,1,1>*.5 // light's color
translate <-24935, -10, 10>
groups "xwing"
}
#declare CloudTexture = texture {
pigment { bozo
colour_map {
[0.00 colour rgbt <0,0,0,1>]
[0.40 colour rgbt <1,1,1,1>]
[0.60 colour rgbt <1,1,1,0.80>]
[0.85 colour rgbt <1,1,1,0>]
[1.00 colour rgbt <1,1,1,0>]
}
turbulence 4.0
lambda 3.0
omega 0.55
ramp_wave
scale <1,0.55,0.5>
// rotate <0,clock*(-360),0>
}
}
#declare CloudTexture2 = texture {
pigment { bozo
colour_map {
[0.00 colour rgbt <0,0,0,1>]
[0.55 colour rgbt <1,1,1,1>]
[0.65 colour rgbt <1,1,1,0.70>]
[0.80 colour rgbt <1,1,1,0>]
[1.00 colour rgbt <1,1,1,0>]
}
turbulence 2.0
lambda 3.0
omega 0.55
ramp_wave
scale <1,0.9,0.5>
// rotate <0,clock*(-360)/2,0>
}
}
#declare CloudSphere1 = sphere { <0,0,0>,1.001
texture { CloudTexture } hollow
}
#declare Cloudsphere2 = sphere { <0,0,0>, 1.002
texture { CloudTexture2 } hollow
}
#declare PlanetCloudSphere0 = union {
object {CloudSphere1}
object {Cloudsphere2}
}
#declare ScaleIt = 7000;
#declare Atmosphere5000_1 =
material // Atmosphere5000_1
{
texture
{
pigment
{
color rgbt <1.0, 1.0, 1.0, 1.0>
}
}
interior
{
media
{method 3
intervals 1
confidence 0.0001
variance 1.0/1.0
emission rgbf <0.0, 0.502, 1.0, 1.0>
density
{
spherical
color_map
{
[ 0.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
[ 0.95 rgbft <0.02, 0.02, 0.02, 0.0, 0.0> ]
[ 1.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
}
}
density
{
gradient y
color_map
{
[ 0.0 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
[ 0.35 rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
[ 0.55 rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
[ 1.0 rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
}
scale <1.0, 2, 1.0>
translate 1.0 * y
}
}
}
}
#declare PlanetAtmosphere = sphere
{
<0,0,0>, 1.02
// texture {pigment{color rgbt 1}}
// interior{media{AtmosMedia1}media{AtmosMedia2}ior 1.000292}
material{Atmosphere5000_1}
scale <1,1.01,1>
hollow
}
#declare TelElnanSurface =
material{
texture{
pigment{color rgb <0.01953125,0.1328125,0.28515625>}
normal{granite , 0.01}
finish{
ambient 0.0
diffuse 1.0}
}
interior {ior 20}
texture {
pigment {
image_map {
sys "D:\Ad&d\pov\Moray For Windows\Maps\Tel
Elnan\worldcolor5b.bmp"
map_type 1
interpolate 2
transmit 0, 1}
scale <-1,1,1>
rotate -90*x
}
}
}
#declare Tel_Elnan =
material
{
TelElnanSurface
}
#declare Surface = pigment {image_map{sys "D:\Ad&d\pov\Moray For
Windows\Maps\Tel Elnan\worldheight5.bmp" map_type 1 interpolate 2}
scale <-1,1,1>
rotate -90*x}
#declare hftext=function{pigment{Surface}}
#declare PlanetSphere = isosurface{
function{x*x+y*y+z*z - hftext(x,y,z)*(0.1)}
contained_by{sphere{0,1}}
eval
max_gradient 10 // <--- important- adjust to your picture
otherwise strange things happen
threshold 1
material{Tel_Elnan}
rotate y*135
}
#declare Planet = union {
object { PlanetSphere rotate z*4*36 scale ScaleIt}
object { PlanetCloudSphere0 rotate z*4*36 scale ScaleIt}
object { PlanetAtmosphere scale ScaleIt*1.02}
light_group "main"
}
object{Planet}
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