File:Desert planet 2.png

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Original file(3,600 × 2,700 pixels, file size: 4.77 MB, MIME type: image/png)

Captions

Captions

Desert planet that has clouds and ice cap

Summary[edit]

Description
English: Desert planet that has clouds and ice cap
Date
Source Own work
Author Merikanto

POV-Ray 3.8 source code


// desert planet                          
                          


// 26.9.2022 version 0005




  1. include "colors.inc"
  2. include "textures.inc"
  3. include "functions.inc"





global_settings {

   assumed_gamma 1.0

}


default { finish { ambient 0.000002 diffuse 0.7 } }


camera { location <0,0,-35000>*0.75 angle 45 // 4k reso // up 9*y // right 16*x

}

light_source { 150000000*<-1, 1, -1> rgb 2 }


 #declare Earth_Radius=1;


  1. declare Media_Intensity=0.15*100;

//#declare Media_Emission=0.065*10;

  1. declare Media_Eccentricity=0.56;
  2. declare Atmosphere_Top=0.05;

//#declare Cloud_Brightness=0.42; //#declare Light_Intensity=4.1;

  1. declare atm_samples= 20;



  1. declare Polar1=

texture { pigment {

  color rgb <1,1,1>*2

}

  normal {
    granite
    scale 0.05   
    //  scale 5
     octaves 15
     
      turbulence 0.1
      bump_size 0.1 

}

}


  1. declare land1= texture {

pigment {

       granite
       scale 10
       octaves 15
       turbulence 0.1         

      colour_map
       {
     
       [0.0 colour rgb  <152, 141, 136>/(256*2) ]    
       [0.2 colour rgb <216, 137, 105>/(256*1.2) ]
     //  [0.3 colour rgb   <254, 222, 183>/256 ]
    
             [0.4 colour rgb  <241, 208, 167>*1.05/256 ] 
          [0.90 colour rgb  <241, 208, 167>*1.05/256 ]    
             [0.95   colour rgb <30, 45, 160>/(255*3)   ]      
             
       }
     
     
 }
 
 
     /*
 normal {
           granite
       scale 5
       octaves 15
       turbulence 0.1
 }     
 */
 
 normal {
    granite
    scale 0.01   
    //  scale 5
     octaves 15
     
      turbulence 0.1
      bump_size -0.1 

}

}



  1. declare land2= texture {

pigment {

 // agate
   granite
       scale 0.05   
    //  scale 5
     octaves 15
     
      turbulence 0.2   
      
             colour_map
       {
      //   [0.0 colour rgb  <241, 208, 167>*1.05/256  ]
        //          [1.0 colour rgb  <241, 208, 167>/500  ]
       [0.0 colour rgb  <152, 141*0.8, 136*0.8>/(256*1.2) ]    
    //   [0.2 colour rgb <216, 137, 105>/(256*1.2) ]
     //  [0.3 colour rgb   <254, 222, 183>/256 ]
    
      //       [0.4 colour rgb  <241, 208, 167>*1.05/256 ] 
       //   [0.90 colour rgb  <241, 208, 167>*1.05/256 ]    
   //          [0.95   colour rgb <30, 45, 160>/(255*3)   ]      
             
       }
      
   //   bump_size -0.1 

}


normal {
//  wrinkles
   granite  
   scale 0.1
   //  agate
    //   scale 1   
    //  scale 5
     octaves 15
     
      turbulence 0.2
      bump_size -0.5 
}


}










  1. declare Desert1= texture {
     granite
  
 //    scale 5
     octaves 15
  //   turbulence 0.2
     
   texture_map {  
       [0 land1]
       [0.4 land1]
       [0.6 land2]
       [1 land2]

   }


}



  1. declare DesertPlanet1=object {
    sphere{0, 1 }
       
    texture {
    
    gradient y 
    turbulence 0.04
    
    texture_map {
    
    [0.0 Polar1]
    [0.01 Polar1]
    [0.02 Desert1]
    
    [0.97 Desert1]
    [0.99 Polar1 ] 
    [1.0 Polar1 ]
  
    }       
    
    scale 2
    translate y*1
      
   //  rotate x*30 
     // rotate <30, 0, -45>
     
      
    // translate y*-0.5
   //  scale 7000
    
    }      
    
     /*
    normal {
    granite
    //  wrinkles  
      
    turbulence 0.2
    scale 0.5
    bump_size -0.05
    }  
    */
    
         
   //      }

}



        #declare Clouds0 = pigment {
     bozo
     turbulence 1
     color_map {
       [0.0 color White filter 1]
       [0.5 color White filter 1]
       [1.0 color White filter 1]
     }
   }     
    
     #declare Clouds1 = pigment {
     bozo  
     scale 0.05
     turbulence 0.3
     color_map {
       [0.0 color White filter 0]
       [0.5 color White filter 1 ]
       [1.0 color White filter 0]
     }
   }           
   
   // ok
 #declare Clouds2 = texture {pigment {
   //bumps
   wrinkles
   // crackle
  //  scale 0.1
    
   turbulence 6   
        omega 1
   lambda 0
   octaves 20
//   color_map {
     //   scale 1000
   color_map {
     
     [0.0 color White filter 1]
     [0.2 color White filter 1]
     [1.0 color White filter 0]
     
     
     }
   }      
      
      /*
      normal {
      
            wrinkles
   // crackle
  //  scale 0.1
    
   turbulence 6   
        omega 1
   lambda 0
   octaves 20
      }
        */
     }
   
   
    
   // meybe nok
 #declare Clouds3 = texture { pigment {
   //marble
   dents
   turbulence 6  
   octaves 32
   lambda 4
  // omega 0.75  
  scale 10   
   
   color_map {
          [0.0 color White*1.5 filter 0]
     [0.05 color White filter 1 ]
      [0.95 color White filter 1 ]
     [1.0 color White*1.4 filter 0]
     
   }
 }        
 
 
 normal {
       dents
   turbulence 6  
   octaves 32
   lambda 4
  // omega 0.75  
  scale 10  
 }
 
 }
 
 
 
// ok
 #declare Clouds4 = pigment {
   granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
   color_map {
   
   //  [0.0 color White filter 1]
   //  [0.5 color White]
   //  [1.0 color White filter 1]
          [0.0 color White filter 1]
    [0.25 color White filter 1 ]   
  
     [1.0 color White*1.5]
   }
 }
   
 
// ok
 #declare Clouds5 = texture { pigment {
   granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
   color_map {
   
   //  [0.0 color White filter 1]
   //  [0.5 color White]
   //  [1.0 color White filter 1]
          [0.0 color White filter 1]
    [0.1 color White filter 1 ]   
  
     [1.0 color White*1.5 filter 0]
   }
 }  
   
   normal {
          granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
   }
   
   }
  
  
 #declare CloudArea = texture {
 //  pigment {
     gradient y  
    //   onion
//     sine_wave
  
    turbulence 0.2
     //scale 0.2
      
   //  scale <10,10,10>
     
     texture_map {  
        
     //   [0.00 Clouds0 scale 1]
       
             [0.00 Clouds3 scale 1]
      [0.2 Clouds3]
       [0.50 Clouds5 scale 1 ]
       [0.8 Clouds2]
       [1.00 Clouds3 scale 1]
     
       
         /*  
     // clouds4 ok
       [0.00 Clouds4 scale 1]
      [0.2 Clouds0]
       [0.50 Clouds2 ]
       [0.8 Clouds0]
       [1.00 Clouds4 scale 1]
           */
        
             /*
       [0.0 Clouds2 scale 1]
       [1/8 Clouds4 ]
       [2/8 Clouds2]
       [3/8 Clouds4 scale 1]
       [4/8 Clouds2]
       [5/8 Clouds4 ]
       [6/8 Clouds2]
       [7/8 Clouds4 ]
       [8/8 Clouds2]
           */
     
     }
 
 //  }
 
 
//  finish { 
  //ambient 0.000002
   
//  diffuse 0.9
 // phong 0.1
 // specular 0.4
  //reflection 0.0
  
  
//  }
 
 
 } 
  
  
  
  
  
  1. declare CloudsLayer1 = sphere
  {
   0, 1
 
   texture {
      CloudArea
   }
 
  }    

  

   
   
     
   
 #declare Density1= 	density{ 

spherical ramp_wave


#declare mm = 0.0; #declare nn = 1.0;

#declare deltamm=0.01;

           #declare pp= 1.0;
           
           #declare rr=1.00; 
           
  
            color_map {
           #while(mm <= 1.0)
       


           #declare  rr=nn/2  ; 
           
            
           #declare ex2=exp(-(nn-0.2)*10)*7;
            
           #declare rr=ex2;
           
             
           #declare cc=<rr,rr,rr*1.8>;   
   
   
           #declare qq=mm*Atmosphere_Top;
             
           [qq rgb cc]
           #declare mm=mm+deltamm;  
           #declare nn=nn-deltamm;
     
    
   
           #end        
           
           }


} // en



// Atmosphere 2: density function   


  1. declare Density2=density { function
    {


    exp(-6.7*(sqrt(x*x+y*y+z*z) -1.00001)/0.05 )/1000 
    
    }   
    }
 
 
 
  1. declare Mat_Atm =
 material {
   texture {
     pigment {
       color rgbt <1.0, 1.0, 1.0, 1.0>
     }
   }
   interior {
     media {
       method 3
         
      //    scattering { 5 color rgb  <0.2, 0.4, 1>*Media_Intensity*1/5000 eccentricity Media_Eccentricity }
              scattering { 5 color rgb  <0.73, 0.65*0.8, 0.46/2>*Media_Intensity*1/15000 eccentricity Media_Eccentricity }
        //  emission  <0.2, 0.4, 1>/1000000
         emission  <0.73, 0.65*0.8, 0.46/2>/500000
          
       //    scattering { 5 color rgb  <0.2, 0.4, 1>*Media_Intensity*30 eccentricity Media_Eccentricity }
 
     //     emission  <0.2, 0.4, 1>/50000
          
       // samples 20,20
         samples atm_samples  // increase = more precise
 //intervals 1
       
       density { 
         Density1
       
     //    Density2
       }
     }
   }
 }
          
          
          
  1. declare atmos1=difference {
 sphere {
   <0,0,0>, 1
 }
 sphere { 
   <0,0,0>, 1
   scale (Earth_Radius+0.001)/(Earth_Radius+Atmosphere_Top)
 }
 material { Mat_Atm }
 scale Earth_Radius+Atmosphere_Top
 hollow on

}


  1. declare atmos2=difference {
 sphere {
   <0,0,0>, 1.00
 }
 sphere { 
   <0,0,0>, 1.00
   scale (Earth_Radius+0.001)/(Earth_Radius+Atmosphere_Top)
 }
 material { Mat_Atm }
 scale Earth_Radius+Atmosphere_Top
 hollow on

}




  1. declare Desert_Planeta1=union

{

   object {
       DesertPlanet1
   }
   
   
  object { CloudsLayer1  scale 1.005}
     
     object { atmos1 scale 1.000}

}





object {
   Desert_Planeta1 
   rotate <30, 0, -45>
   scale 7000
}













Older POV-Ray 3.8 source code

// desert planet                          
                          


// 26.9.2022 version 0003




  1. include "colors.inc"
  2. include "textures.inc"
  3. include "functions.inc"





global_settings {

   assumed_gamma 1.0

}


default { finish { ambient 0.000002 diffuse 0.7 } }


camera { location <0,0,-35000>*0.7 angle 45 // 4k reso // up 9*y // right 16*x

}

light_source { 150000000*<-1, 1, -1> rgb 2 }


 #declare Earth_Radius=1;


  1. declare Media_Intensity=0.15*100;

//#declare Media_Emission=0.065*10;

  1. declare Media_Eccentricity=0.56;
  2. declare Atmosphere_Top=0.025;

//#declare Cloud_Brightness=0.42; //#declare Light_Intensity=4.1;

  1. declare atm_samples= 20;



  1. declare Polar1=

texture { pigment {

  color rgb <1,1,1>*2

}

  normal {
    granite
    scale 0.05   
    //  scale 5
     octaves 15
     
      turbulence 0.1
      bump_size 0.1 

}

}

  1. declare Desert1= texture { pigment {
//   agate    
 // wrinkles
     granite
    //  turbulence 1
   // bozo
  //    scale 0.5  
  
  scale 5
     octaves 15
  
  // granite      
      
               // kasvit 100,100,120
          // sine_wave


    colour_map
       {
     
       [0.0 colour rgb  <152, 141, 136>/(256*2) ]    
       [0.2 colour rgb <216, 137, 105>/(256*1.2) ]
     //  [0.3 colour rgb   <254, 222, 183>/256 ]
    
             [0.4 colour rgb  <241, 208, 167>*1.05/256 ] 
          [0.90 colour rgb  <241, 208, 167>*1.05/256 ]    
             [0.95   colour rgb <30, 45, 160>/(255*3)   ]      
             
       }
     
     
    turbulence 0.1
 

}


normal {

    granite
    scale 0.05   
    //  scale 5
     octaves 15
     
      turbulence 0.1
      bump_size -0.1 

}

}



  1. declare DesertPlanet1=object {
    sphere{0, 1 }
       
    texture {
    
    gradient y 
    turbulence 0.04
    
    texture_map {
    
    [0.0 Polar1]
    [0.01 Polar1]
    [0.02 Desert1]
    
    [0.97 Desert1]
    [0.99 Polar1 ] 
    [1.0 Polar1 ]
  
    }       
    
    scale 2
    translate y*1
      
   //  rotate x*30 
     // rotate <30, 0, -45>
     
      
    // translate y*-0.5
   //  scale 7000
    
    }      
    
     /*
    normal {
    granite
    //  wrinkles  
      
    turbulence 0.2
    scale 0.5
    bump_size -0.05
    }  
    */
    
         
   //      }

}



        #declare Clouds0 = pigment {
     bozo
     turbulence 1
     color_map {
       [0.0 color White filter 1]
       [0.5 color White filter 1]
       [1.0 color White filter 1]
     }
   }     
    
     #declare Clouds1 = pigment {
     bozo  
     scale 0.05
     turbulence 0.3
     color_map {
       [0.0 color White filter 0]
       [0.5 color White filter 1 ]
       [1.0 color White filter 0]
     }
   }           
   
   // ok
 #declare Clouds2 = texture {pigment {
   //bumps
   wrinkles
   // crackle
  //  scale 0.1
    
   turbulence 6   
        omega 1
   lambda 0
   octaves 20
//   color_map {
     //   scale 1000
   color_map {
     
     [0.0 color White filter 1]
     [0.2 color White filter 1]
     [1.0 color White filter 0]
     
     
     }
   }      
      
      /*
      normal {
      
            wrinkles
   // crackle
  //  scale 0.1
    
   turbulence 6   
        omega 1
   lambda 0
   octaves 20
      }
        */
     }
   
   
    
   // meybe nok
 #declare Clouds3 = texture { pigment {
   //marble
   dents
   turbulence 6  
   octaves 32
   lambda 4
  // omega 0.75  
  scale 10   
   
   color_map {
          [0.0 color White*1.5 filter 0]
     [0.05 color White filter 1 ]
      [0.95 color White filter 1 ]
     [1.0 color White*1.4 filter 0]
     
   }
 }        
 
 
 normal {
       dents
   turbulence 6  
   octaves 32
   lambda 4
  // omega 0.75  
  scale 10  
 }
 
 }
 
 
 
// ok
 #declare Clouds4 = pigment {
   granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
   color_map {
   
   //  [0.0 color White filter 1]
   //  [0.5 color White]
   //  [1.0 color White filter 1]
          [0.0 color White filter 1]
    [0.25 color White filter 1 ]   
  
     [1.0 color White*1.5]
   }
 }
   
 
// ok
 #declare Clouds5 = texture { pigment {
   granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
   color_map {
   
   //  [0.0 color White filter 1]
   //  [0.5 color White]
   //  [1.0 color White filter 1]
          [0.0 color White filter 1]
    [0.1 color White filter 1 ]   
  
     [1.0 color White*1.5 filter 0]
   }
 }  
   
   normal {
          granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
   }
   
   }
  
  
 #declare CloudArea = texture {
 //  pigment {
     gradient y  
    //   onion
//     sine_wave
  
    turbulence 0.2
     //scale 0.2
      
   //  scale <10,10,10>
     
     texture_map {  
        
     //   [0.00 Clouds0 scale 1]
       
             [0.00 Clouds3 scale 1]
      [0.2 Clouds3]
       [0.50 Clouds5 scale 1 ]
       [0.8 Clouds2]
       [1.00 Clouds3 scale 1]
     
       
         /*  
     // clouds4 ok
       [0.00 Clouds4 scale 1]
      [0.2 Clouds0]
       [0.50 Clouds2 ]
       [0.8 Clouds0]
       [1.00 Clouds4 scale 1]
           */
        
             /*
       [0.0 Clouds2 scale 1]
       [1/8 Clouds4 ]
       [2/8 Clouds2]
       [3/8 Clouds4 scale 1]
       [4/8 Clouds2]
       [5/8 Clouds4 ]
       [6/8 Clouds2]
       [7/8 Clouds4 ]
       [8/8 Clouds2]
           */
     
     }
 
 //  }
 
 
//  finish { 
  //ambient 0.000002
   
//  diffuse 0.9
 // phong 0.1
 // specular 0.4
  //reflection 0.0
  
  
//  }
 
 
 } 
  
  
  
  
  
  1. declare CloudsLayer1 = sphere
  {
   0, 1
 
   texture {
      CloudArea
   }
 
  }    

  

   
   
     
   
 #declare Density1= 	density{ 

spherical ramp_wave


#declare mm = 0.0; #declare nn = 1.0;

#declare deltamm=0.01;

           #declare pp= 1.0;
           
           #declare rr=1.00; 
           
  
            color_map {
           #while(mm <= 1.0)
       


           #declare  rr=nn/2  ; 
           
            
           #declare ex2=exp(-(nn-0.2)*10)*7;
            
           #declare rr=ex2;
           
             
           #declare cc=<rr,rr,rr*1.8>;   
   
   
           #declare qq=mm*Atmosphere_Top;
             
           [qq rgb cc]
           #declare mm=mm+deltamm;  
           #declare nn=nn-deltamm;
     
    
   
           #end        
           
           }


} // en



// Atmosphere 2: density function   


  1. declare Density2=density { function
    {


    exp(-6.7*(sqrt(x*x+y*y+z*z) -1.00001)/0.05 )/1000 
    
    }   
    }
 
 
 
  1. declare Mat_Atm =
 material {
   texture {
     pigment {
       color rgbt <1.0, 1.0, 1.0, 1.0>
     }
   }
   interior {
     media {
       method 3
         
      //    scattering { 5 color rgb  <0.2, 0.4, 1>*Media_Intensity*1/5000 eccentricity Media_Eccentricity }
              scattering { 5 color rgb  <0.73, 0.65, 0.46/2>*Media_Intensity*1/5000 eccentricity Media_Eccentricity }
        //  emission  <0.2, 0.4, 1>/1000000
         emission  <0.73, 0.65, 0.46/2>/200000
          
       //    scattering { 5 color rgb  <0.2, 0.4, 1>*Media_Intensity*30 eccentricity Media_Eccentricity }
 
     //     emission  <0.2, 0.4, 1>/50000
          
       // samples 20,20
         samples atm_samples  // increase = more precise
 //intervals 1
       
       density { 
         Density1
       
     //    Density2
       }
     }
   }
 }
          
          
          
  1. declare atmos1=difference {
 sphere {
   <0,0,0>, 1
 }
 sphere { 
   <0,0,0>, 1
   scale (Earth_Radius+0.001)/(Earth_Radius+Atmosphere_Top)
 }
 material { Mat_Atm }
 scale Earth_Radius+Atmosphere_Top
 hollow on

}


  1. declare atmos2=difference {
 sphere {
   <0,0,0>, 1.00
 }
 sphere { 
   <0,0,0>, 1.00
   scale (Earth_Radius+0.001)/(Earth_Radius+Atmosphere_Top)
 }
 material { Mat_Atm }
 scale Earth_Radius+Atmosphere_Top
 hollow on

}










  1. declare Desert_Planeta1=union

{

   object {
       DesertPlanet1
   }
   
   
   object {
       CloudsLayer1
       scale 1.005
   }
     
     object {
      atmos1
       scale 1.000
   }

}









object {
   Desert_Planeta1 
   rotate <30, 0, -45>
   scale 7000
}


Licensing[edit]

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attribution share alike
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File history

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Date/TimeThumbnailDimensionsUserComment
current14:26, 26 September 2022Thumbnail for version as of 14:26, 26 September 20223,600 × 2,700 (4.77 MB)Merikanto (talk | contribs)Update
14:08, 26 September 2022Thumbnail for version as of 14:08, 26 September 20223,600 × 2,700 (5.63 MB)Merikanto (talk | contribs)Update
13:16, 26 September 2022Thumbnail for version as of 13:16, 26 September 20223,600 × 2,700 (4.41 MB)Merikanto (talk | contribs)Update of image
12:46, 26 September 2022Thumbnail for version as of 12:46, 26 September 20221,600 × 1,200 (801 KB)Merikanto (talk | contribs)Update: atmosphere test
18:32, 6 April 2022Thumbnail for version as of 18:32, 6 April 20223,840 × 2,160 (1.51 MB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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