File:Planet that has ice belt 1.png

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Captions

Captions

Planet that has ice belt

Summary[edit]

Description
English: Planet that has ice belt. If planet is very oblique, it can have ice belt near equator, instead of polar caps.
Date
Source Own work
Author Merikanto

POV-Ray 3.8 script

// POV-Ray 3.8 script

// planet that has ice belt // desert under sun, vegetation neat terminator

// 25.9.2022 v 0000.0000


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


default { finish { ambient 0.000002 diffuse 0.4 } }

camera {

 //  location <0,0,-1>*300   
 //   location <1,1,-1>*150   
  location <1,0,-2>*100
   look_at <0,0,0>
   angle 35

}


light_source { //<1,0,0>*100000000

<000,-000,-1>*1496000

color rgb <1,1,1>*2 }


  1. declare planetradius1=45;




#declare Earth_Radius = 45;
  1. declare Atmosphere_Top = 1;
  2. declare Media_Intensity=0.15*30;
  3. declare Media_Emission=0.065*5;
  4. declare Media_Eccentricity=0.56;


declare Fact=1-(Earth_Radius+0.001)/(Earth_Radius+Atmosphere_Top);

  1. declare Density2=
 density {
   spherical
   color_map {
     [ 0.0      rgb 0.0 ]
     [ Fact*0.1 rgb 0.0*<0.02, 0.05, 0.2>*0.03 ]
     [ Fact*0.2 rgb 0.0*<0.02, 0.07, 0.3>*0.12 ]
     [ Fact*0.3 rgb 0.0*<0.08, 0.18, 0.4>*0.36 ]
     [ Fact*0.4 rgb 0.0*<0.08, 0.18, 0.4>*1.0 ]
     [ Fact*0.5 rgb 0.0*<0.08, 0.18, 0.4>*2.0 ]
     [ Fact*0.6 rgb <0.08, 0.18, 0.4>*5 ]
     [ Fact*0.7 rgb <0.08, 0.18, 0.4>*12 ]
     [ Fact*0.95 rgb <0.12, 0.18, 0.28>*28 ]
     [ Fact rgb <0.0, 0.0, 0.0> ]
   }
 }
  1. declare Density1=
 density {
   spherical
   poly_wave 3
   color_map {
     [ 0.0  rgb 0.0 ]
     [ 0.5294*0.25e-6  rgb <0.02, 0.05, 0.2>*0.07 ]
     [ 0.5294*0.4e-6   rgb <0.02, 0.07, 0.3>*0.32 ]
     [ 0.5294*0.5e-6   rgb <0.08, 0.18, 0.4>*0.5 ]
     [ 0.5412*0.6e-6   rgb <0.08, 0.18, 0.4>*0.9 ]
     [ 0.5471*0.65e-6  rgb <0.08, 0.18, 0.4>*1.5 ]
     [ 0.5471*0.675e-6 rgb <0.08, 0.18, 0.4>*4.5 ]
     [ 0.5471*0.71e-6  rgb <0.08, 0.18, 0.4>*12 ]
     [ (Earth_Radius+0.001)/(Earth_Radius+Atmosphere_Top) rgb <0.0, 0.0, 0.0> ]
   }
 }
  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 0.01*Media_Intensity eccentricity Media_Eccentricity }
       emission rgb Media_Emission*0.01*Media_Intensity
       density {
         Density1
       }
     }
   }
 }        
 
 
  1. declare atmosphere1=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 }









  #declare cracked_ice_pattern_1 = pigment {
                       crackle
                       turbulence 0.7
                       scale 0.025
                 color_map {
                       [0.0 color rgbf <0,0,.1,0> ] 
                       [0.2 color rgbf <0,0,.1,0> ]
                       [0.2 color rgbf <1,1,1,0> ]
                       [1.0 color rgbf <1,1,1,0> ]
                         } 
                         }


 #declare cracked_ice_normal_1 = normal {
                       crackle
                       turbulence 0.1
                       scale 0.05  
                       bump_size 0.06
         
                         }



#declare cracked_ice_1= texture {
         pigment {
           cracked_ice_pattern_1               
                }     
                
        normal {cracked_ice_normal_1 }        
} 
  
  
  
  1. declare sea1=texture {
        gradient x   
       turbulence 0.1
   texture_map 
        {
         [0 pigment {color rgb <1,1,1>} ]
         [0.45 pigment {color rgb <1,1,1> } ]  
         [0.5 cracked_ice_1  ]
            [0.55 pigment {color rgb <0,0,0.1> } ] 
           [1.0 pigment {color rgb <0,0,0.1> } ] 
        }
     
     
     

}


  1. declare landtype1= texture{

pigment {

granite

 octaves 60

// agate // scale 0.3 color_map {


//  [0.0 color rgb <0.17, 0.28, 0.10>/2 ]   

// [0.7 color rgb <0.17, 0.28, 0.10> ]

    [0 color rgb <0.52, 0.44, 0.33> ] 
  [1.0 color rgb <0.83, 0.71, 0.51> ]
 

}

} }


  1. declare landtype2= texture{

pigment {

granite octaves 16

// agate
   scale 1

color_map { // [0.0 color rgb <0, 0, 0.10> ]

//        [0.3 color rgb <0, 0, 0.10> ] 
     [0.4 color rgb <0.17, 0.28, 0.10>/4 ]   
 [0.5 color rgb <0.17, 0.28, 0.10>/4 ]   
   [0.6 color rgb <0.83, 0.71, 0.51>/2 ] 
  [1.0 color rgb <0.83, 0.71, 0.51> ]

}

}

normal {

granite
//  agate
// wrinkles

// granite octaves 16

normal_map {
[0 agate bump_size 0.2*-1 scale 0.1] 
  [1 granite bump_size 0.2*-1 scale 0.1] 
}


scale 1 }

}


  1. declare land1=texture {


        granite    
      //    gradient y   
         turbulence 0.1
   texture_map 
        {
         [0 pigment {color rgb <1,1,1>} ]
         [0.1 pigment {color rgb <1,1,1> } ]
           [0.1 pigment {color rgb <1,1,1> } ]
            [0.3 landtype2  ]
            [0.4 landtype2  ]
        //    [0.5 landtype1  ]  
       //    [1.0 landtype1 ] 
        }
     

}


  1. declare ice1=texture {


          granite 
         turbulence 0.1
   texture_map 
        {
         [0 pigment {color rgb <1,1,1>} ]
         [0.1 pigment {color rgb <1,1,1> } ]
           [0.1 pigment {color rgb <1,1,1> } ]
        }
     

}


  1. declare planet_land1= texture {
//     wrinkles
    // spherical
 //  agate 

// granite

 gradient y
 

// scale 1.25

octaves 60 
   
   
     texture_map
     {          
     
   //  [0 sea1]  
   //  [0.0 sea1] 
     
          
     [0.0 landtype2] 
     [0.2 landtype2]   
   
  //   [0.25 ice1]
  //   [0.5 ice1]
  //   [0.70 ice1]  
     [0.75 landtype2]  
     [1 landtype2] 
          
     
     
     }
    
    
    
    
    
    
     
       scale 2
     translate y*1
  //   scale 2
   } 



  1. declare planet_sea1= texture {

pigment { color rgb <0,0,0.1> }

}



  1. declare planet1= object {
   sphere {0,1}
   
   texture {
   agate 
   
   texture_map {
   
   [0 planet_land1] 
   [0.49 planet_land1]
   [0.51 planet_sea1] 
   [1 planet_sea1]
   
   }
   }
   
  
/*  
   texture {
   planet_ice1
   }
  */
  
  
  scale planetradius1

}

  1. declare land_ice_texture_1 = texture {

// pigment {color rgb <1,1,1>}

 pigment {
 granite 
  color_map {
  [0 rgb <1,1,1>] 
     [0.9 rgb <1,1,1>]
    [0.9 rgb <1,1,1>/10]   
  [1 rgb <1,1,1>/10]
  }
 }
 
normal { 

granite octaves 16 bump_size 0.05}
 scale 0.3

}


  1. declare land_ice1= texture {
   gradient y
   turbulence 0.2
   octaves 16
   texture_map {
       
       [0 pigment {color rgbt <1,1,1,1>} ]
       [0.32 pigment {color rgbt <1,1,1,1>} ]
       [0.35 land_ice_texture_1  ]
       [0.6 land_ice_texture_1   ]  
       [0.68 pigment {color rgbt <1,1,1,1>} ]
       [1 pigment {color rgbt <1,1,1,1>} ]
       }
           scale 2
     translate y*1
   
   } 
 
  1. declare sea_ice1= texture {
   gradient y
    
    turbulence 0.05
   texture_map {
       
       [0 pigment {color rgbt <1,1,1,1>} ]
       [0.32 pigment {color rgbt <1,1,1,1>} ]
       [0.35 cracked_ice_1 ]
       [0.4 pigment {color rgb <1,1,1>*0.9} ]
       [0.6 pigment {color rgb <1,1,1>*0.9} ]  
       [0.65 cracked_ice_1  ]  
       [0.68 pigment {color rgbt <1,1,1,1>} ]
       [1 pigment {color rgbt <1,1,1,1>} ]
       }
           scale 2
     translate y*1
   
   } 
 


  1. declare ice1=object {

sphere {0,1.0001}

  texture {
  agate
  
  texture_map {
        [0 land_ice1] 
   [0.49 land_ice1]
   [0.51 sea_ice1] 
   [1 sea_ice1]
  }
  
  }
   
   
   
  scale planetradius1 

}



#declare cloudela1= texture {
   
   
   pigment {
     
       granite
       turbulence 0.5
   
       scale 0.1
   


       color_map {
               [0 color rgbf <1,1,1,1> ] 
               [0.3 color rgbf <1,1,1,1> ]
               [0.8 color rgbf <1,1,1,0.1> ]                             
               [1 color rgbf <1,1,1,0.1> ]
               }
   
       }
   
   
   
   
   
   }
   
  




 #declare cloudes1 = object {

    sphere {
       0,1.002
    }
    
   texture {
      gradient y 
      turbulence 0.05 
     
       texture_map {
  
      
               [0   cloudela1  ]
               
             //  [0.3 pigment {color rgbf <1,1,1,1>}  ] 
               
         //      [0.50  cloudela1 ]     
          //      [0.80 cloudela1 ]
               
             //  [0.8 pigment { color rgbf <1,1,1,1> } ]
               [1  cloudela1  ] 
           
     
           }
  
    //   scale 2
    //   translate x*-1
    


  }   // tex
      
      
      
  
 scale planetradius1

}



#declare  cloudtype1= texture 
{                             
   pigment  {
               //    granite
                 // spiral1 20
                 //  agate
                 wrinkles  
                // onion
               // rotate y*90
                 
                scale 1/10
                 turbulence 1
                   
                  color_map 
                  {
                            [0  color rgbf <1,1,1,0.0>]
               
                            [0.2 color rgbf <1,1,1,0.0>  ] 
                              [0.5 color rgbf <1,1,1,1>  ] 
                             [1 color rgbf <1,1,1,1>  ] 
                  }
                        
}

}
   
   
   
   
   
  #declare cloudes2 = object {

    sphere {
       0,1.005
    }
    
   texture {
      gradient y  
      turbulence 0.09 
     
       texture_map {
  
      
        //       [0  pigment {color rgbf <1,1,1,1>} ]
               
         //      [0.2 pigment {color rgbf <1,1,1,1>}  ] 
               


                   [0.3 cloudtype1 ]
            
               [0.5 cloudtype1 ]
                     

                    [0.8 cloudtype1 ]
                       
               
               
           
              
             //      [0.9 pigment {color rgbf <1,1,1,1>}  ]
             //    [1.0 pigment {color rgbf <1,1,1,1>}  ]
           }
  
       scale 2
       translate x*-1
    


  }   // tex
      
      
      
  
 scale planetradius1

}



union {

object {planet1} 
object {ice1} 
object {cloudes2} 
object {atmosphere1}  

rotate x*180

// rotate z*90

// rotate y*-45


}

Licensing[edit]

I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license.
You are free:
  • to share – to copy, distribute and transmit the work
  • to remix – to adapt the work
Under the following conditions:
  • attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.

File history

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Date/TimeThumbnailDimensionsUserComment
current07:46, 25 September 2022Thumbnail for version as of 07:46, 25 September 20221,600 × 1,200 (934 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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