POV-Ray : Newsgroups : povray.binaries.images : Skies (1 of n) : Re: Skies (1 of n) Server Time
2 Aug 2024 06:17:17 EDT (-0400)
  Re: Skies (1 of n)  
From: Bruno Cabasson
Date: 6 Nov 2007 03:55:01
Message: <web.47302bb5e2e6abd0e8ba46670@news.povray.org>
"Cousin Ricky" <ric### [at] yahoocom> wrote:
> "Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> wrote:
> > Here is attempt #1 for skies.
>
> The Sun doesn't look bright enough--although, with the limited dynamic range of
> the medium, it is difficult to convey an object that's simultaneously orange
> and really bright. Perhaps a glow around the Sun might convey a more convincing
> effect.

I am not currently working on the Sun. The sun is just a sphere so we can locate
it. I'll try to work on suns later.

My purpose is to use physical behaviour of media for atmosphere and clouds, that
allows to obtain nice cloudscapes with automatic redenning&decay via some
parameters to tweak, especially for low elevations of the sun.

For entire cloudscapes, we cannot use DF3 and I am probing an approach for a
one-pass skyscape generation. My main concern is the density function for
clouds. I am experimenting built-in patterns (mainly wrinkles, with appropriate
scaling and turbulence), but they don't suit 100%. I have to find a region of
the pattern that is OK for the layer in question. But it is not that
problematic.

In parallel, I have something for individual clouds (allowing flat bottoms), and
I'll work on the subject in order to make cumuli. However, for realistic cumuli,
I am afraid that something like a particle system is necessary.

If I end-up with something acceptable, my idea is to produce nice reusable
fast-rendering sky-domes.

Here is Sky#4. I am not 100% statisfied but the shading seems to be working
quite realistically.


Bruno


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