File:Povray in surface of desert planet 2.png
Original file (2,400 × 1,800 pixels, file size: 4.27 MB, MIME type: image/png)
Captions
Summary[edit]
DescriptionPovray in surface of desert planet 2.png |
English: Surface of desert planet, created with POV-Ray |
Date | |
Source | Own work |
Author | Merikanto |
Povray 3.7 source code
// in surface of desert planet
// Povray 3.7 source code
/*
[2400x1800 AA 0.3]
Width=2400
Height=1800
Antialias=On
Antialias_Threshold=0.3
*/
global_settings { assumed_gamma 1.0 }
- include "colors.inc"
- include "functions.inc"
- include "stones.inc"
- declare RandomSeed1 = seed(10);
- declare RandomSeed2 = seed(20);
- declare RandomSeed3 = seed(30);
camera {
location <0, 50,200.0>
// location <0, 100,0.0>
up y sky y
look_at <0.0, 0.0, 0.0>
angle 90
}
sky_sphere {
pigment {
gradient y
color_map {
// [0.0 rgb <0.6,0.7,1.0>]
// [0.2 rgb <0.2,0.3,0.9>]
[0.0 rgb <216/256, 178/256, 121/256> ]
[0.2 rgb <186/256, 157/256, 124/256> ]
}
}
}
light_source {
<3, 1, 2>*1000
color rgb <2.2, 1.8, 1.5>
}
plane{<0,1,0>,1 hollow
//sphere{<0,0,0>,1 hollow
texture{
pigment{
// bozo
//agate
granite
//turbulence 0.92
turbulence 1.5
octaves 10
omega 0.5
lambda 2.5
color_map {
[0.00 rgb <0.7, 0.7, 1>]
[0.50 rgb <0.4, 0.5, 1>]
[0.70 rgb <1,1,1>]
[0.85 rgb <0.25,0.25,0.25>]
[1.0 rgb <0.5,0.5,0.5>]}
scale<1,1,1.5>*2.5
translate<1.0,0,-1>
}// end of pigment
finish {ambient 1 diffuse 0}
scale 10
}// end of texture
scale 10000
translate y*1000
}// end of plane
// cloud layer pigment
- declare Cloud_pattern=pigment { average
pigment_map {
[1 planar]
//[1 wrinkles turbulence 1.5 scale 100 ]
[1 granite turbulence 1.5 scale 1000 ]
}
}
// cloud layer box object
box { <-100000,-5,-100000>,<100000,5,100000> hollow
texture { pigment { rgbt 1 } }
interior {
media {
scattering { 1 .5 } method 3 samples 30,100 intervals 1
density {
pigment_pattern {
Cloud_pattern
scale 2.0
}
// density_map { [.6 rgb 0][.61 rgb 1] }
density_map { [.7 rgb 0][.71 rgb 1] }
}
}
}
translate y*300
}
fog { fog_type 2
distance 500
//color White
rgb <216/256, 178/256, 121/256>
fog_offset 0.0
fog_alt 200
turbulence 1.8
}
- declare fn_2=function {
pigment {
bumps
// agate
color_map {
[0 color rgb 0]
[1 color rgb 1]
}
}
}
- declare fn_1 = function
{
pigment
{
bumps
warp
{ turbulence 0.5 }
// scale 0.2
scale 0.001
}
}
// ground 0
plane {
y,0
texture {
//T_Stone1
T_Stone12
scale 5
// pigment { rgb 1.1*<0.75,0.55,0.35> }
// pigment{color rgb<0.9,0.80,0.1>}
finish{
ambient 0.1
reflection 0.0
specular 0.0
diffuse 0.1
phong 0.0
}
// normal { bumps 0.5 scale 0.005}
normal {
agate
//granite
//bozo
scale 10
}
}
}
// ground 1
//plane {
// z, 0
object {
height_field
{
function 4000, 4000
{
// f_noise3d(x, y, z)
// fn_1 (x, y, z).red - fn_2(x/40, y/40, z/40).gray*0.5
// fn_2(x, y, z).gray*0.1
// fn_1 (x, y, z).gray/2
// fn_1 (x, y, z).red - fn_2(x/400, y/400, z/400).gray*0.75
// fn_1 (x, y, z).red - fn_2(x/400, y/400, z/400).gray*0.75 -fn_2(x,y,z*40).gray*0.01
// fn_1 (x, y, z).red
fn_1 (x, y, z).red - fn_2(x/400, y/400, z/400).gray*0.05
}
smooth
// scale 0.2
scale y*0.005
translate <0,0,-0.5>
//scale 0.5
}
texture {
T_Stone12
finish {
ambient 0.1
reflection 0.0
specular 0.0
diffuse 0.1
phong 0.0
}
normal {
bozo
scale 0.03
}
}
translate x*-0.5
translate y*-0.5
//translate y*0.1
//scale <400,400,0.1>
scale <3000,300,3000>
translate y*151
//rotate x*-30
}
/*
// ground 2 DUNES?
#declare fn_3 = function
{
pigment
{
// wood
// sine_wave
//waves
//bozo
agate
sine_wave
warp
{ turbulence 0.1 }
// scale 0.2
scale 1
}
}
// ground 2 DUNES?
object {
height_field
{
function 2000, 2000
{
fn_3 (x, y, z).red
}
smooth
// scale 0.05
scale y*0.0
translate <0,0,-0.5>
//scale 0.5
}
texture {
// T_Stone10
pigment {
color rgb <222/256, 194/256, 131/256>
}
finish {
phong 0.0
specular 0.0
reflection 0.3
diffuse 0.3
}
normal {
bozo
scale 0.03
}
}
translate x*-0.5
translate y*-0.5
//translate y*0.1
//scale <400,400,0.1>
scale <2000,20,2000>
translate y*-5
//rotate x*-30
}
- /
- declare stone_function=function(x,y,z,Radius,xoff,yoff,zoff,Q,P, R)
{
// ok mostly
// f_sphere(x, y, z, 0.75) - f_noise3d(x * 5, y * 5, z * 5) * 0.5
f_sphere(x, y, z, 0.75)*3 - f_noise3d(x * 5*P+0.5, y * 5*Q+0.5, z * 5*R+0.5) * 0.75- f_agate(x*1.5,y*1.5,z*1.5)*2
}
- declare S = function { sqrt(pow(x,2) + pow(y,2) + pow(z,2)) - 2 }
/*
- declare St {
function {
S(x,y*(1.5-y/12),z)-f_wrinkles(x*0.3,y*0.5,z*0.03)*0.05-fn_scallop_ripples(x,y,z).gray*0.001-f_wrinkles(x*3,y*4,z*4)*0.005
}
//accuracy isoAccuracy
max_gradient 2.75
contained_by{sphere{0,2.2}}
}
*/
- declare RandomSeed1 = seed(1);
- declare RandomSeed2 = seed(2);
- declare RandomSeed3 = seed(3);
- declare nummero=40;
- declare nummero2=15 ;
- for (xc,-nummero,nummero)
#for (zc,-nummero,nummero)
#declare P=rand(seed(xc+zc));
#declare Q=rand(seed(int(P*1981+xc)));
#declare R=rand(seed(int(Q*135+zc)));
#declare rs1=seed(xc+zc) ;
object {
// isosurface {
// function {
// stone_function(x,y,z,1,0,0,0,P, Q, R)
// }
// max_gradient 8
// contained_by { box { -1, 1 } }
// }
// Stone1
isosurface
{
function {
//S(x,y*(1.5-y/12),z)-f_wrinkles(x*0.3,y*0.5,z*0.03)*0.05-fn_scallop_ripples(x,y,z).gray*0.001-f_wrinkles(x*3,y*4,z*4)*0.005
// S(x*P*2,y*(1.5-y/12)*R*2,z*Q*2)-f_wrinkles(x*0.3,y*0.5,z*0.03)*0.05-f_wrinkles(x*2*Q,y*3*P,z*4*R)*0.5-f_agate(x*3,y*4,z*4)*0.005
// S(x,y*(1.5-y/12),z)-f_wrinkles(x*0.3,y*0.5,z*0.03)*0.05
//-fn_agate(x,y,z).gray*0.001-f_wrinkles(x*3,y*4,z*4)*0.005
// S(x*P/5+0.5,y*(1.5-y/12+0.5)*Q/5,z*R/5+0.5)
#declare PP=1.5-P;
#declare QQ=1.5-Q;
#declare RR=1.5-R;
//S(x*PP,y*QQ,z*RR)
// S(x*PP,y*QQ,z*RR)-f_wrinkles(x*Q,y*P,z*R)
S(x*PP,y*QQ,z*RR)-f_wrinkles(x*Q,y*P,z*R)-f_agate(x*Q,y*P,z*R)*0.005
//- f_bozo(x*3,y*4,z*4)*0.5
}
//accuracy isoAccuracy
max_gradient 2.75
contained_by{sphere{0,10}}
}
scale 2
texture {
T_Stone2
finish {
phong 0.0
specular 0.0
reflection 0.1
diffuse 0.1
}
}
scale rand(RandomSeed1)
rotate <90*rand(rs1),90*rand(RandomSeed2),90*rand(RandomSeed3)>
// texture {T_Wood1 translate <rand(RandomSeed),ZCount,rand(RandomSeed)> rotate x*90 scale 0.07}
#declare lokx1=xc*nummero2;
#declare lokz1=zc*nummero2;
translate x*rand(RandomSeed1)*nummero2
translate z*rand(RandomSeed2)*nummero2
translate z*rand(RandomSeed3)*nummero2/20
translate <lokx1,0,lokz1>
translate y*1
}
#end
- end
Licensing[edit]
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- 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.
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Date/Time | Thumbnail | Dimensions | User | Comment | |
---|---|---|---|---|---|
current | 13:17, 29 March 2022 | 2,400 × 1,800 (4.27 MB) | Merikanto (talk | contribs) | Uploaded own work with UploadWizard |
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File change date and time | 11:11, 29 March 2022 |
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