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// by K.Wampler and M.Hazelgrove
#version unofficial MegaPov 0.6;
#include "colors.inc"
global_settings{
assumed_gamma 1.0
max_trace_level 45
}
light_source{
0*x // light's position (translated below)
color rgb <1,1,0.9>*0.8//1 // light's color
translate <6000, 3000,-1000> // <x y z> position of light
fade_power 2
fade_distance 5000
}
camera{location<2,2.75,-2.5> look_at<0,1,0>}
sky_sphere{pigment{rgb<0.2,0.2,0.5>}}
// ----------------------------------------
#declare Cloud_form =
function{
pigment {
blob {
sphere { <0,0,0>, 10, strength 1 density_function 0, 1 }
sphere { <1,8,0>, 5, strength 1 density_function 0, 1 }
sphere { <0, 0, 0>, 8, strength 1 density_function 0, 1 scale <1, .7,
1> translate<6, 1, 1>}
sphere { <0, 0, 0>, 6, strength 1 density_function 0, 1 scale <1, .6,
1> translate<10, 4, -2> }
sphere { <0,0,0>, 13, strength 1 density_function 0, 1 scale <1, .5,
.6> translate<-10, 3, 4> }
threshold 0.075 //varying this produces some interesting variations
.05 to .2
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 { //Play with this to get best cloud quality
granite //warp{turbulence .25 omega .7 lambda .3}
color_map {
[0.0 rgb 0.0]
[0.4 rgb 0.8]
[1.0 rgb 0.5]
}
scale 15 // size of turbulence 10 to 25
}
}
#declare Cloud1 = function { max(0,Cloud_form-0.6*(1-Cloud_turb))} //max(0,
whichever is greater, 0 or equation
#declare Cloud_Mass =
intersection {
box { <-20, -10, -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
scattering{ 5, color rgb <.1385,.15,.1375>*150 extinction 1.25}
density{
function {Cloud1}
color_map {
[0 color rgb 0.0]
[1 color rgb 0.1
}
}
}
}
hollow
}
object{Cloud_Mass scale 0.1 translate y*1}
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