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#version unofficial MegaPov 0.5;
#include "colors.inc"
global_settings
{
assumed_gamma 1.0
max_trace_level 255
}
// ----------------------------------------
#declare Image_Length = 640;
#declare Image_Height = 480;
camera
{
location <0.0, 0, -25.0>
direction 1.5*z
right Image_Length/Image_Height*x
up.6
look_at <0.0, 5, 0.0>
}
sky_sphere
{
pigment
{
gradient y turbulence .3 lambda 3
color_map { [0.0 color rgb <0,.45,.65>] [1.0 color rgb 1] }
}
}
light_source{<0, 93000000,0> color rgb<1,.9,.775/1.125> rotate z*-45 rotate
x*30} // change the highlight colour of the clouds
// ----------------------------------------
#declare R = seed(45376);
#declare Dfoff = 1.5; file://was 1 higher bulks out clouds
#declare FS = 1.25; // .5 wispy 2 very solid default 1
#declare Int_F = 2; // should be 0 or 2 two more solid, rounder
#declare Cloud_form = function { pigment {
blob {
sphere { <0,0,0>, 10, FS density_function Int_F, Dfoff }
sphere { <1,8,0>, 5, FS density_function Int_F, Dfoff }
sphere { <0, 0, 0>, 8, FS density_function Int_F, Dfoff scale <1, .7, 1>
translate<6, 1, 1>}
sphere { <0, 0, 0>, 6, FS density_function Int_F, Dfoff scale <1, .6, 1>
translate<10, 4, -2> }
sphere { <0,0,0>, 13, FS density_function Int_F,Dfoff scale <1, .5, .6>
translate<-10, 3, 4> }
threshold 0.075 file://varying this produces some interesting variations
0 to .05 to .2
// 0 keeps media contained within the sphere?
max_density 1//leave
}
color_map {
[0 rgb 0]
[1 rgb 1]// seems to break up cloud lower more broken up higher more
solid(no higher than 1.1)
}
} }
#declare Cloud_turb = function { pigment { file://Play with this to get
best cloud quality
granite
file://warp{turbulence .25 octaves 3 omega .7 lambda .3}
color_map {
[0 rgb 0]
[.325 rgb .8] // .375generally keep above .325
[1 rgb .5] file://play with
}
scale 15 // size of turbulence 10 to 25
} }
#declare Cloud1 = function { max(0, Cloud_form -.6*(1-Cloud_turb) ) }
file://#declare Cloud = function { min(Cloud1^.3, .07) } file://gives very
hard edges and shapes I havn't used
#declare Cloud_Mass =
intersection {
box { <-20, -15, -20>, <20, 20, 20> } // you can control the shape of the
base of the clouds with this
blob {
sphere { <0,0,0>, 10, 1 }
sphere { <1,8,0>, 5, 1 }
sphere { <0, 0, 0>, 8, 1 scale <1, .7, 1> translate <6, 1, 1>}
sphere { <0, 0, 0>, 6, 1 scale <1, .6, 1> translate <10, 4, -2> }
sphere { <0,0,0>, 13, 1 scale <1, .5, .6> translate <-10, 3, 4> }
threshold .001
}
texture { pigment { color rgbf 1 }}
interior {
media {
method 2
intervals 3 file://3 for final?
scattering { 5, color rgb <.14,.15,.14> extinction .6}// eccentricity
.2 } file://changes colour of clouds raising extinction Darkens Clouds
density {
function { Cloud1 }
color_map {
[0 color rgb 0]
[1 color rgb .05]//was 1 lightens the contrast, the bigger the
number the higher the contrast &
file://the darker the base, more dramatic .01 whispy 1 too
dark 0.05 good .075 darker
}
}
}
}
scale 30
hollow
}
// Comment out for a single cloud use object{Cloud_Mass translate <0, 1200,
2500>}
#declare Xpos = -5000;
#declare Zpos = 15000;
#declare T = 0;
#while (Zpos>1000)
#declare Xpos = -5000;
#while(Xpos<5000)
object{Cloud_Mass translate <Xpos, 1200, Zpos> rotate y*rand(R)*360}
#declare Xpos = Xpos+275;
#end
#declare Zpos = Zpos-300;
#end
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