POV-Ray : Newsgroups : povray.binaries.images : Another Cloud Scene : Another Cloud Scene Server Time
31 Jul 2024 20:21:59 EDT (-0400)
  Another Cloud Scene  
From: FlaPovFan
Date: 30 Apr 2009 02:15:01
Message: <web.49f9418a2b08e069472ff940@news.povray.org>
Another cloud scene using blobs.  The idea of layered media is not original to
me; it was used in a pov-ray media tutorial someplace I've forgotten.

I think the clouds look relatively nuanced and natural and the scene renders
quickly.  I'm posting my convuluted code for the scene in the hope that someone
more knowledgeable can improve it and maybe use it in a macro.





#include "functions.inc"
                                                 #include "colors.inc"

#declare Cloud=

#declare SD=seed(11235);

blob {
 threshold 13.9106
 #declare index=0;
 #while(index<17)
  sphere {<rand(SD),1.7*rand(SD),.5*rand(SD)>,4*rand(sin (radians
(SD*2)))*2,2+sin(radians(SD))
translate <-1.36,1.1,.5>  rotate 4*sin(radians (index*SD))    }
  #declare index=index+1.34;
 #end


hollow no_shadow
  texture { pigment { rgbt 1 } }
  interior {
    media { emission 8 method 3 samples 30,30 intervals 1
      density { spherical
        warp { turbulence .75*.3+.05 lambda 2.75 }
        density_map {
          [1-.99*.75 rgb <0,0,0>]
          [1-.99*.77 rgb <max(0,1-.75*1.5),max(0,1-.75*4.5),max(0,1-.75*6)>]
          [1 rgb <.55,.55,.50>] }
      }
    }
    media { absorption 2 method 3 samples 30,30 intervals 1
      density { spherical
        warp { turbulence .75*.3+.05 lambda 2.75 }
        density_map {
          [1-.99*.75 rgb <0,0,0>]
          [1-.99*.75 rgb <max(0,1-.75*1.5),max(0,1-.75*4.5),max(0,1-.75*6)>]
          [1 rgb <.75,.25,0>] }
      }           density {gradient z}
    }

    media { scattering { 5 .25 eccentricity .5 extinction .8} method 3 samples
30,30 intervals 1
      density { spherical
        warp { turbulence.75*.3+.05 lambda 2.75 omega 4 }
        density_map {
          [1-.99*.75 rgbt 0]
          [1-.99*.75 rgbt 1]
          [1-.49*.75 rgbt 1]
          [1-.49*.75 rgb 0]
         }
      }   density {gradient z  scale 1.6}
    }
    media { absorption 3 method 3 samples 30,30 intervals 1
      density { spherical
        warp { turbulence .75*.3+.05 lambda 2.75 }
        density_map {
          [1-.99*.75 rgb 0 ]
          [1-.99*.75 rgb  1]
          [1-.49*.75 rgb  1]
          [1-.49*.75 rgb 0 ]
        }
      }         density {gradient z scale 13 translate <5,1,-25>}        density
{spherical scale 6.9  translate -5*z}
    }
  }
}




#declare Cloud2=

object {Cloud scale 1.7*z scale 1.4*y scale 1*x}

object {Cloud2 scale <3.5,2.2,2.3>*1.3 rotate -15.5 rotate -26*x rotate -5*z
translate <-.16,-1.3,-.2> }

object {Cloud2 scale <3,2.4,2.4>*1.3 rotate -18 rotate -21*x rotate 6*y rotate
0*z translate <2.7,-1.7,-.2>}




//Ocean

#include "glass.inc"
 #include "glass.inc"
 #declare Sea = texture
{
  pigment
  {
    colour rgbft<0.198,1.355,1.296,1.8,.01>*.2
  }
  normal
  {
    waves 0.2
      frequency 1000
      scale 6000 scale 2.02*y
      }

  finish {
    diffuse 0.62
    brilliance 1.5
    specular 0.66    roughness 0.04
    phong 0.2    phong_size 175
    reflection .45
    ambient <0,2,.7>*.2
    refraction 1    ior 1.333
  }
}


plane { y, -5.3
      texture { Sea }

rotate 182*y
}

light_source {
  0*x
  color rgb <1,1,1>
  translate <-20, 40, -20>
}

camera {
  location <0,0,-5>
  look_at <0,0,0>
}

sky_sphere {
  pigment {
  bumps    scale 2
   // gradient y
    color_map {
      [0.0 color rgb<0.8, 1.0, 1.0>*.5]
        [.6 color rgb<0.0, 0.5, 1.0>*.85]
      [1.0 color rgb<0.0, 0.5, 1.0>*.85]
    }
  }

   pigment { bozo turbulence 0.35 octaves 6 omega 0.7 lambda 2
   color_map {
   [0.0 0.1 color rgb <0.85, 0.85, 0.85>  color rgb <0.75, 0.75, 0.75>]
   [0.1 0.5 color rgb <0.75, 0.75, 0.75>  color rgbt <1, 1, 1, 1>]
   [0.5 1.0 color rgbt <1, 1, 1, 1>  color rgbt <1, 1, 1, 1>] }
   scale <0.6, 0.5, .2>  } rotate 35*x }


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Attachments:
Download 'two nice clouds.png' (290 KB)

Preview of image 'two nice clouds.png'
two nice clouds.png


 

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