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So, I was playing with the basics of setting up the media for such a scene, and
although I could get the effect to generally work, I was puzzled by the fact
that no light came through the box that I was using as the sky/clouds - even
though I was using an rgbt pigment.
Light seemed to only come through the fully differenced holes.
It took me a bit of trial-and-error to get the media to look smooth, rather than
jaggy / layers of disks of light / or just not appearing when the camera looked
through the light at the horizon.
#version 3.7;
global_settings {assumed_gamma 1.0}
camera {
location <0, 90, -500>
look_at <0, 0, 0>
}
light_source {< 0, 500, 0> rgb 1000}
// Sky
sky_sphere {pigment {rgb 0.2}}
#declare M = 1;
#declare MM = 10;
// Cloud plane
difference {
box {<-250, -0.02, -250>*MM, <250, 0.02, 250>*MM}
// Cloud holes
union {
sphere { <-200, 0, -200>/M, 5}
sphere { < 200, 0, -150>/M, 6}
sphere { < 0.0, 0, 0.0>/M, 4}
sphere { <-150, 0, 100>/M, 5}
sphere { < 150, 0, 150>/M, 4}
sphere { <-300, 0, -100>/M, 6}
sphere { < 300, 0, 50>/M, 5}
sphere { <-100, 0, -300>/M, 4}
sphere { < 100, 0, 300>/M, 5}
sphere { <-250, 0, 200>/M, 6}
sphere { < 250, 0, -200>/M, 5}
sphere { <- 50, 0, 250>/M, 4}
sphere { < 50, 0, -250>/M, 5}
sphere { <-175, 0, -175>/M, 4}
sphere { < 175, 0, 175>/M, 6}
sphere { <-225, 0, 75>/M, 5}
sphere { < 225, 0, - 75>/M, 4}
sphere { <- 75, 0, -225>/M, 5}
sphere { < 75, 0, 225>/M, 6}
sphere { <-125, 0, 175>/M, 5}
}
pigment {rgb y+z}
#declare T = 0;
texture {
pigment {bozo turbulence 0.76
color_map {
[0.5 rgbft <0.20, 0.20, 1.00, T, 1>]
[0.6 rgbft <1.00, 1.00, 1.00, T, 0.5>]
[1.0 rgbft <0.50, 0.50, 0.50, T, 1>]
}
}
scale 10
finish {diffuse 1 emission 0.5}
}
translate y*100
}
#declare MM = 10;
box {
<-270, -5, -270>*MM, <270, 5, 270>*MM
pigment {rgbt 1}
hollow
interior {
media {
method 3
density {rgb 0.0001}
scattering {2, 1}
samples 500
//confidence 0.9999
//variance 1/1000
//ratio 0.9
}
}
translate y*50
}
plane {y, 0
pigment {rgb x+y*0.2}
}
plane { y, 0.1
texture{ pigment{ color rgb<0.35,0.65,0.0>*0.9 }
normal { bumps 0.75 scale 0.015 }
finish { phong 0.1 }
} // end of texture
} // end of plane
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