File:Povray in surface of desert planet 2.png

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Original file(2,400 × 1,800 pixels, file size: 4.27 MB, MIME type: image/png)

Captions

Captions

Surface of desert planet, created with POV-Ray

Summary[edit]

Description
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 }

  1. include "colors.inc"
  2. include "functions.inc"
  3. include "stones.inc"
  1. declare RandomSeed1 = seed(10);
  2. declare RandomSeed2 = seed(20);
  3. 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

  1. 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
   }
    
    
    
    
    
  1. declare fn_2=function {
   pigment {
    bumps
    // agate
     color_map {
       [0 color rgb 0]
       [1 color rgb 1]
     }
   }
 }  
  
  
  


  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

}


  • /


  1. 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  
  

}

  1. declare S = function { sqrt(pow(x,2) + pow(y,2) + pow(z,2)) - 2 }
   /*
  1. 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}}

}

   */
   
       
      
           
   
   
  1. declare RandomSeed1 = seed(1);
  2. declare RandomSeed2 = seed(2);
  3. declare RandomSeed3 = seed(3);


  1. declare nummero=40;
  2. declare nummero2=15 ;



  1. 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
  1. end




Licensing[edit]

I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
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Date/TimeThumbnailDimensionsUserComment
current13:17, 29 March 2022Thumbnail for version as of 13:17, 29 March 20222,400 × 1,800 (4.27 MB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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