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// PoVRay 3.7 Scene File " ... .pov"
// author: ...
// date: ...
//------------------------------------------------------------------------
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
//------------------------------------------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 15 // front view
location <0.0 , 1.0 ,-40.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_1 = camera {/*ultra_wide_angle*/ angle 20 // diagonal view
location <20.0 , 15.0 ,-20.0>
right x*image_width/image_height
look_at <0.0 , 2 , 0.0>}
#declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 //right side view
location <3.0 , 1.0 , 0.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view
location <0.0 , 3.0 ,-0.001>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
camera{Camera_1}
//------------------------------------------------------------------------
// sun -------------------------------------------------------------------
light_source{<0,100,-250> color <1,.75,.5> *2}
// sky -------------------------------------------------------------------
sky_sphere{ pigment{ gradient <0,1,0>
color_map{ [0 color rgb<1,1,1> ]//White
[0.4 color rgb<0.14,0.14,0.56>]//~Navy
[0.6 color rgb<0.14,0.14,0.56>]//~Navy
[1.0 color rgb<1,1,1> ]//White
}
scale 2 }
} // end of sky_sphere
//------------------------------------------------------------------------
//------------------------------ the Axes --------------------------------
//------------------------------------------------------------------------
#macro Axis_( AxisLen, Dark_Texture,Light_Texture)
union{
cylinder { <0,-AxisLen,0>,<0,AxisLen,0>,0.05
texture{checker texture{Dark_Texture }
texture{Light_Texture}
translate<0.1,0,0.1>}
}
cone{<0,AxisLen,0>,0.2,<0,AxisLen+0.7,0>,0
texture{Dark_Texture}
}
} // end of union
#end // of macro "Axis()"
//------------------------------------------------------------------------
#macro AxisXYZ( AxisLenX, AxisLenY, AxisLenZ, Tex_Dark, Tex_Light)
//--------------------- drawing of 3 Axes --------------------------------
union{
#if (AxisLenX != 0)
object { Axis_(AxisLenX, Tex_Dark, Tex_Light) rotate< 0,0,-90>}// x-Axis
text { ttf "arial.ttf", "x", 0.15, 0 texture{Tex_Dark}
rotate<20,-45,0> scale 0.75 translate <AxisLenX+0.05,0.4,-0.10>
no_shadow}
#end // of #if
#if (AxisLenY != 0)
object { Axis_(AxisLenY, Tex_Dark, Tex_Light) rotate< 0,0, 0>}// y-Axis
text { ttf "arial.ttf", "y", 0.15, 0 texture{Tex_Dark}
rotate<10,0,0> scale 0.75 translate <-0.65,AxisLenY+0.50,-0.10>
rotate<0,-45,0> no_shadow}
#end // of #if
#if (AxisLenZ != 0)
object { Axis_(AxisLenZ, Tex_Dark, Tex_Light) rotate<90,0, 0>}// z-Axis
text { ttf "arial.ttf", "z", 0.15, 0 texture{Tex_Dark}
rotate<20,-45,0> scale 0.85 translate <-0.75,0.2,AxisLenZ+0.10>
no_shadow}
#end // of #if
} // end of union
#end// of macro "AxisXYZ( ... )"
//------------------------------------------------------------------------
#declare Texture_A_Dark = texture {
pigment{ color rgb<1,0.45,0>}
finish { phong 1}
}
#declare Texture_A_Light = texture {
pigment{ color rgb<1,1,1>}
finish { phong 1}
}
object{ AxisXYZ( 4.50, 3.00, 5.00, Texture_A_Dark, Texture_A_Light)}
//-------------------------------------------------- end of coordinate axes
// ground -----------------------------------------------------------------
//---------------------------------<<< settings of squared plane dimensions
#declare RasterScale = 1.0;
#declare RasterHalfLine = 0.035;
#declare RasterHalfLineZ = 0.035;
//-------------------------------------------------------------------------
#macro Raster(RScale, HLine)
pigment{ gradient x scale RScale
color_map{[0.000 color rgbt<1,1,1,0>*0.6]
[0+HLine color rgbt<1,1,1,0>*0.6]
[0+HLine color rgbt<1,1,1,1>]
[1-HLine color rgbt<1,1,1,1>]
[1-HLine color rgbt<1,1,1,0>*0.6]
[1.000 color rgbt<1,1,1,0>*0.6]} }
#end// of Raster(RScale, HLine)-macro
//-------------------------------------------------------------------------
plane { <0,1,0>, 0 // plane with layered textures
texture { pigment{color White*1.1}
finish {ambient 0.45 diffuse 0.85}}
texture { Raster(RasterScale,RasterHalfLine ) rotate<0,0,0> }
texture { Raster(RasterScale,RasterHalfLineZ) rotate<0,90,0>}
rotate<0,0,0>
}
//------------------------------------------------ end of squared plane XZ
//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
box{ <-1,-0.5,-1>,<1,1,1>
pigment{ rgbt 1 }
hollow
interior{ //-----------
media{
emission <.9,.9,1>*1.5
absorption <0,0,.5>
scattering{ 3, <1,1,1>
extinction 2.0 }
density{ gradient <1,.25,.5> // controls the cloud formation
turbulence 0.5
frequency 5
color_map {
[0.0 rgb 0.0]//border
[0.5 rgb 0.1]
[1.0 rgb 1.0]//center
} // end color_map
} // end of density
} // end of media ----
} // end of interior
translate <0,1,0>
scale <5,1.5,5>
} //------- end of box
fog{ fog_type 2
distance 2
color White *0.8
fog_offset 0.1
fog_alt 1.25
turbulence 1.8
} //----------------
Post a reply to this message
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Personally, I would change the cloud media to the following (in
particular making them white; colour differences should come from the
light and/or environment) and increase samples a bit to reduce artefacts:
box {
<-1,-0.5,-1>,<1,1,1>
pigment {rgbt 1}
hollow
interior {
media {
samples 10
emission <0.9, 0.9, 1>*0.1
absorption <1.0, 1.0, 1.0>*2
scattering {1, <1, 1, 1>*1 extinction 1.0 }
density {
gradient <1, 0.25, 0.5> // controls the cloud formation
turbulence 0.5
frequency 5
color_map {
[0.0 rgb 0.0]//border
[0.5 rgb 0.1]
[1.0 rgb 1.0]//center
}
}
}
}
translate <0, 1, 0>
scale <5, 1.5, 5>
}
--
Thomas
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My final Cloud Surface scene:
//-------------------------------------------------------------
#version 3.7;
global_settings {
assumed_gamma 1.0
}
#default {
finish { ambient 0.0 diffuse 1.0 }
}
//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
//------------------------------------------------------------------------
camera {
/*ultra_wide_angle*/ angle 20
location < -35.0 , 11.0 , 0.0 >
right x*image_width/image_height
look_at < 0.0 , 5.0 , 0.0 >
}
// sun -------------------------------------------------------------------
light_source {
< 50, 100, -250 >*10e4
color < 1.0, 0.62353, 0.46667 >*2
}
// sky -------------------------------------------------------------------
background { color rgb 0 }
/*
sky_sphere {
pigment {
gradient < 0, 1, 0 >
color_map {
[ 0.0 color rgb < 1.00000, 0.62353, 0.46667 > ] // Pink
[ 0.4 color rgb < 0.64706, 0.30588, 0.59608 > ] // Purple
[ 0.6 color rgb < 0.64706, 0.30588, 0.59608 > ] // Purple
[ 1.0 color rgb < 1.00000, 0.62353, 0.46667 > ] // Pink
}
scale 2
}
}
*/
// ground -----------------------------------------------------------------
disc {
< 0, 1, 0 >, 0, 50
texture { pigment { color rgb < 0.24706, 0.38431, 0.058824 > *1.0 }
finish {diffuse 1.0 } }
rotate< 0, 0, 0 >
}
//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
#local Scale = 5;
//cloud layer:
cylinder {
< 0.0, 0.0, 0.0 > < 0.0, 0.45, 0.0 > 10.0
pigment {rgbt 1}
hollow
interior {
media {
samples 20
absorption <1.0, 1.0, 1.0>*1/Scale
scattering {1, <1, 1, 1>*1.5/Scale extinction 1.0 }
density {
ripples // controls the cloud formation
color_map {
[0.5 rgb 0.02]
[0.5 rgb 1.00]
}
scale <3, 1, 10>*0.5
warp {turbulence <2.5, 1.0, 1.6>}
rotate 45*y
}
}
}
scale Scale
translate <0, 1, 0>
}
//-------------------------------------------------------------
//atmosphere:
sphere {
<0.0, 0.0, 0.0 >, 10.0
pigment {rgbt 1}
hollow
interior {
media {
scattering {1, <1, 1, 1,>*0.3/Scale extinction 1}
density {
gradient y
color_map {
[0.00 rgb 1.00] //base ground fog
[0.07 rgb 0.80] //top ground fog
[0.08 rgb 0.02] //base atmospheric haze
[1.00 rgb 0.01] //top atmospheric haze
}
scale Scale*2*y
}
}
}
scale Scale
}
//-------------------------------------------------------------
//artefact:
union {
cylinder {< 0.0, 0.0, 0.0 > < 0.0, 8.0, 0.0 > 0.25}
sphere {< 0.0, 8.0, 0.0 > 0.25}
texture { T01 }
texture { T_Copper_1A }
}
//-------------------------------------------------------------
// Planet:
union {
sphere {
<0.0, 0.0, 0.0> 7.0
}
difference {
cylinder { < 0.0, -0.00001, 0.0 > < 0.0, 0.00001, 0.0 > 20.0 }
cylinder { < 0.0, -0.00002, 0.0 > < 0.0, 0.00002, 0.0 > 10.0 }
}
texture {pigment {White}}
rotate < 20.0, 0.0, 4.0 >
translate <80.0, -2.0, 13.0>
}
//-------------------------------------------------------------
--
Thomas
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