File:Almost ocean planet 1.png

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Original file (1,600 × 1,200 pixels, file size: 1.37 MB, MIME type: image/png)

Captions

Captions

Planet that has lot of oceann and little land

Summary

[edit]
Description
English: Planet that has lot of ocean and little land
Date
Source Own work
Author Merikanto


POV-ray 3.8 source code

               // povray 3.7 source code

// almost ocean planet

// 16.4.2023 v 0004


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

camera { location <0,0,-5> look_at <0,0,0> angle 35 }

light_source { <1,1,1> *-149.6*1000*1000 color rgb <1,1,1>* 4.1

   rotate x*0

}


#declare cloudiness1=0.5;  //## suitable 0.5
  1. declare cloudturb1=1;
  2. declare cloudturb2=2;


  1. declare Earth_Radius=1;
  2. declare Media_Intensity=0.15*100;

//#declare Media_Emission=0.065*10;

  1. declare Media_Eccentricity=0.56;
  2. declare Atmosphere_Top=0.03;

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

  1. declare atm_samples= 20;



  1. declare planet_surface =object {

sphere { 0,1 }

texture {

pigment {

granite

// agate // bozo

scale 3
turbulence 2 

color_map {
[0 color rgb <0,0.05,0.16>]
 [0.7 color rgb <0,.05,0.16>]
// [0 color rgbft <0.07, 0.45, 0.8, 0.1, 0.75>  ]
  //  [0.7 color rgbft <0.07, 0.45, 0.8, 0.1, 0.75>  ]

   [0.701 color rgb <0,0.2,0.25>]
[0.8 color rgb <0.0,0.1,0>]
[1.0 color rgb <0.25,0.25,0.1>]

}

}

finish {

ambient 0.0000001
 diffuse 0.7  
 phong 0.01
 specular 0.01 
 roughness 0.1

}


}

scale 1

}


  1. declare cloudlayer1 = object {
sphere {0,1}
texture {


pigment 
 {
 //  agate
 granite     

// crackle // small acloud areas // bumps // ok

 //   dents  // can be ok
//   wrinkles // ok
   
    octaves 60
   turbulence 2
  //  omega 0.01
    //   scale <3,1,3>
     //  scale 0.1
       
    
     ramp_wave
   color_map {

[0 color rgbf <1,1,1,1>]  
[0.45 color rgbf <1,1,1,1>]   
[0.5 color rgbf <1,1,1,0.8>] 
 [0.75 color rgbf <1,1,1,0.3>] 
 [0.95 color rgbf <1,1,1,0.01>]
[1.0 color rgbf <1,1,1,0>]

}  
  
     
   


 }

   }



 normal {
       granite     

// crackle // small acloud areas // bumps // ok

 //   dents  // can be ok
//   wrinkles // ok
   
    octaves 60
    bump_size 1
 }

finish {
   diffuse 0.5
   ambient 0.001 
   brilliance 0.4
}
  
  scale 1
  
}
  
  
  

 #declare cloudlayer2 = object {
sphere {0,1}
texture {


pigment 
 {
 //  agate
granite     

// crackle // small acloud areas

//    bumps   // ok
 //   dents  // can be ok
///   wrinkles // ok
   
    octaves 60
   turbulence 1.5
    //omega 0.01
    //   scale <3,1,3>
 //      scale 0.1
       
    
 
          
          
      color_map {

[0 color rgbt <1,1,1,1>] 
 [0.7 color rgbt <1,1,1,1>]
[0.9 color rgbt <1,1,1,0>]
[1.0 color rgbt <1,1,1,0>]

}  
            
 
 
 }





finish {
   diffuse 0.5
   ambient 0.001 
   brilliance 0.1
}

}    
    
    
scale 1 

}


  1. declare cloudlayer3 = object {
    sphere {0,1}

   texture {

   pigment {
   
   granite
 //  gradient y

   //turbulence 0.1
      
   //  turbulence 0.15
     turbulence 0.5
     
  pigment_map {
     
       [0.0 
           //color rgbf <1,1,1,1>
                 // agate
           granite     
           //    crackle  // small acloud areas
           //    bumps   // ok
           //  dents  // can be ok
           //  wrinkles // ok
           //   sine_wave
           octaves 60
           turbulence 5
           //omega 0.01
           //   scale <3,1,3>
         //  scale 0.15
       
           
          
           color_map {
               [0.0 color rgbf <1,1,1,1>]
               [0.2 color rgbf <1,1,1,1>] 
               
               [1.0 color rgbf <1,1,1,0>*1.5]
               //   [1.0 color rgbf <1,1,1,1>]

                   }  
    
          ]

        
       [0.4 color rgbf <1,1,1,1> ] 
       
       [ 0.5 
      
       // agate
       granite     
       //    crackle  // small acloud areas
       //    bumps   // ok
       //  dents  // can be ok
       //  wrinkles // ok
       //   sine_wave
       octaves 60
       turbulence 5
    //omega 0.01
    //   scale <3,1,3>
       scale 1
       
           
          
      color_map {
       [0.0 color rgbf <1,1,1,1>]
          [0.5 color rgbf <1,1,1,1>]
       [1.0 color rgbf <1,1,1,0>*1.5]
    //   [1.0 color rgbf <1,1,1,1>]

           }  
    
          ]
          
           [0.6 color rgbf <1,1,1,1> ] 
        
                [1.0 
           //color rgbf <1,1,1,1>
                 // agate
           granite     
           //    crackle  // small acloud areas
           //    bumps   // ok
           //  dents  // can be ok
         //    wrinkles // ok
           //   sine_wave
           octaves 60
           turbulence 5
           //omega 0.01
           //   scale <3,1,3>
        //   scale 0.15
       
           
          
           color_map {
               [0.0 color rgbf <1,1,1,1>]
               [0.5 color rgbf <1,1,1,1>]
               [1.0 color rgbf <1,1,1,0>*1.5]
               //   [1.0 color rgbf <1,1,1,1>]

                   }  
    
          ]
        
   //   [1.0 color rgbf <1,1,1,1> ] 
 
   
   }      // pm
 
     translate 0.5
     scale 2

}   // p 
    

  

finish {
   diffuse 0.7
   ambient 0.001 
   brilliance 0.01
}  
      
  
 } // tex 
 
scale 1

}


  1. declare cloudpig1=pigment {

wrinkles

//granite
// agate

scale 1/10

scale 3 warp { turbulence cloudturb1 } scale 1/3

turbulence cloudturb2

//turbulence 1

pigment_map {
 [0 color rgbt <1,1,1,1>*1]
  [1-cloudiness1 color rgbt <1,1,1,1>]
[1 color rgbt <1,1,1,0>*7]

}

}


  1. declare cloudlayer4=texture {
   pigment {
   gradient y    
   scale 2
   translate y*-1
  // sine_wave    

scale 3

warp {turbulence 0.9 } scale 1/3


   pigment_map {
       

[.15 cloudpig1]

        [0.4 rgbt 1]  
      [0.5 cloudpig1]
          [0.6 rgbt 1]
 [0.85 cloudpig1]


   }
   }    
   finish {ambient 0}

}





 #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*0.7/2 eccentricity Media_Eccentricity }
 
          emission  <0.2, 0.4, 1>*0.5/100
          
       //    scattering { 5 color rgb  <0.2, 0.4, 1>*Media_Intensity*10 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
 }
 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 planet= union {

object {planet_surface}


//object {cloudlayer1 scale 1.002 }

 object {cloudlayer2 scale 1.003 } // ok 

//object {cloudlayer3 scale 1.004 }

 object {sphere {0,1} texture {cloudlayer4 } scale 1.005 } 
  object {atmos2}

}








object { planet

rotate x*30 rotate y*45 }














Old POV-Ray 3.7 source code

// povray 3.7 source code

// almost ocean planet v 0001

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

camera { location <0,0,-36000> look_at <0,0,0> angle 35 }

light_source { <0,0,-149.6*1000*1000> color rgb <1,1,1>

   rotate x*0

}

  1. declare planet_surface =object {

sphere { 0,1 }

texture {

pigment {

granite

// agate // bozo

scale 3
turbulence 2 

color_map {
[0 color rgb <0,0.05,0.16>]
 [0.7 color rgb <0,.05,0.16>]
// [0 color rgbft <0.07, 0.45, 0.8, 0.1, 0.75>  ]
  //  [0.7 color rgbft <0.07, 0.45, 0.8, 0.1, 0.75>  ]

   [0.701 color rgb <0,0.2,0.25>]
[0.8 color rgb <0.0,0.1,0>]
[1.0 color rgb <0.25,0.25,0.1>]

}

}

finish {

ambient 0.0000001
 diffuse 0.7  
 phong 0.01
 specular 0.01 
 roughness 0.1

}


}

scale 6400

}


  1. declare cloudlayer1 = object {
sphere {0,1}
texture {


pigment 
 {
 //  agate
 granite     

// crackle // small acloud areas // bumps // ok

 //   dents  // can be ok
//   wrinkles // ok
   
    octaves 60
   turbulence 1
    //omega 0.01
    //   scale <3,1,3>
     //  scale 0.1
       
    
   
   color_map {

[0 color rgbf <1,1,1,1>]
[0.7 color rgbf <1,1,1,1>]
[1.0 color rgbf <1,1,1,0>*1.3]

}  
  
     
   


 }

   }





finish {
   diffuse 0.5
   ambient 0.001 
   brilliance 0.4
}
  
  scale 6400
  
}
  
  
  

 #declare cloudlayer2 = object {
sphere {0,1}
texture {


pigment 
 {
 //  agate
// granite     

// crackle // small acloud areas

//    bumps   // ok
  //  dents  // can be ok
   wrinkles // ok
   
    octaves 60
   turbulence 1.5
    //omega 0.01
    //   scale <3,1,3>
       scale 0.1
       
    
 
          
          
      color_map {

[0 color rgbf <1,1,1,0>*1.5]
[0.5 color rgbf <1,1,1,1>]
[1.0 color rgbf <1,1,1,1>]

}  
            
 
 
 }





finish {
   diffuse 0.5
   ambient 0.001 
   brilliance 0.4
}

}    
    
    
scale 6400 

}


  1. declare cloudlayer3 = object {
    sphere {0,1}

   texture {

   pigment {

   gradient y

   //turbulence 0.1
      
     turbulence 0.15
     
  pigment_map {
     
       [0.0 
           //color rgbf <1,1,1,1>
                 // agate
           granite     
           //    crackle  // small acloud areas
           //    bumps   // ok
           //  dents  // can be ok
           //  wrinkles // ok
           //   sine_wave
           octaves 60
           turbulence 5
           //omega 0.01
           //   scale <3,1,3>
         //  scale 0.15
       
           
          
           color_map {
               [0.0 color rgbf <1,1,1,1>]
               [0.5 color rgbf <1,1,1,1>]
               [1.0 color rgbf <1,1,1,0>*1.5]
               //   [1.0 color rgbf <1,1,1,1>]

                   }  
    
          ]

        
       [0.4 color rgbf <1,1,1,1> ] 
       
       [ 0.5 
      
       // agate
       granite     
       //    crackle  // small acloud areas
       //    bumps   // ok
       //  dents  // can be ok
       //  wrinkles // ok
       //   sine_wave
       octaves 60
       turbulence 5
    //omega 0.01
    //   scale <3,1,3>
       scale 1
       
           
          
      color_map {
       [0.0 color rgbf <1,1,1,1>]
          [0.5 color rgbf <1,1,1,1>]
       [1.0 color rgbf <1,1,1,0>*1.5]
    //   [1.0 color rgbf <1,1,1,1>]

           }  
    
          ]
          
           [0.6 color rgbf <1,1,1,1> ] 
        
                [1.0 
           //color rgbf <1,1,1,1>
                 // agate
           granite     
           //    crackle  // small acloud areas
           //    bumps   // ok
           //  dents  // can be ok
         //    wrinkles // ok
           //   sine_wave
           octaves 60
           turbulence 5
           //omega 0.01
           //   scale <3,1,3>
        //   scale 0.15
       
           
          
           color_map {
               [0.0 color rgbf <1,1,1,1>]
               [0.5 color rgbf <1,1,1,1>]
               [1.0 color rgbf <1,1,1,0>*1.5]
               //   [1.0 color rgbf <1,1,1,1>]

                   }  
    
          ]
        
   //   [1.0 color rgbf <1,1,1,1> ] 
 
   
   }      // pm
 
     translate 0.5
     scale 2

}   // p 
    

  

finish {
   diffuse 0.5
   ambient 0.001 
   brilliance 0.4
}  
      
  
 } // tex 
 
scale 6400 

}


/*

  1. declare atmosphere1 =object

{

 sphere {0,1}

}

  • /
  1. declare Earth_Radius = 6400;
  2. declare Atmosphere_Top = 60;
  3. declare Media_Intensity=0.15;
  4. declare Media_Emission=0.065;
  5. 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 }




  1. declare planet= union {

object {planet_surface}


object {cloudlayer1 scale 1.002 }


object {cloudlayer3 scale 1.001 } 

object {atmosphere1} 

}



object { planet

rotate x*30 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

Click on a date/time to view the file as it appeared at that time.

Date/TimeThumbnailDimensionsUserComment
current16:37, 16 April 2023Thumbnail for version as of 16:37, 16 April 20231,600 × 1,200 (1.37 MB)Merikanto (talk | contribs)Update
08:09, 26 September 2022Thumbnail for version as of 08:09, 26 September 20221,600 × 1,200 (816 KB)Merikanto (talk | contribs)Update
07:27, 26 September 2022Thumbnail for version as of 07:27, 26 September 20221,600 × 1,200 (708 KB)Merikanto (talk | contribs)Update
17:02, 17 September 2022Thumbnail for version as of 17:02, 17 September 20223,600 × 2,700 (2.32 MB)Merikanto (talk | contribs)clouds
18:04, 16 September 2022Thumbnail for version as of 18:04, 16 September 20223,600 × 2,700 (3.56 MB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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