File:Desert planet that is orbiting brown dwarf star 1 1 1 1.png

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Captions

Captions

Desert planet that is orbiting brown dwarf star

Summary

[edit]
Description
English: Desert planet that is orbiting brown dwarf star. Light coming from brown dwarf is violet.
Date
Source Own work
Author Merikanto
Python 3 source code

///////////////////////////////////////////7 // // desert planet, here orbiting brown dwarf - M5 star // hazy // POV-Ray 3.7 source code

// 02.11.2023 0000.0001

  1. include "colors.inc"
  2. include "textures.inc"
  3. include "functions.inc"
  1. declare PI=3.1416;


background { color 0 }

light_source { <1, 0, 0>*1000*1000*1000*1000 //https://www.researchgate.net/publication/349555554_Digital_color_codes_of_stars/link/609d4c09458515c2658c7c6e/download //https://zenodo.org/records/5293307

// //color rgb <228 , 32 , 59>/255 // 200k //color rgb <228 , 34 , 58 >/255 // 300 k //color rgb < 125, 40, 171>/255 // 400 k //color rgb <88,32,166>/255 // 500 K brown dwarf faintest known //color rgb < 80, 31 , 165>/255 //750k brown dwarf //color rgb <79, 32 , 166>/255 // 1000 k brown dwarf color rgb <85, 27 , 155>/255 // 1500 K brown dwarf //color rgb <179 , 117 , 195>/255 // 2000 K brown dwarf

//color <1.0,0.491,0.144> // #M 9.5 V

//color <1.0,0.641,0.289>*1 // M 5.5V

//color <1.0,0.635,0.327> // M2 V // color <1.0,0.636,0.354> // M0v //color <1.0,0.696,0.47 > // K5 V // color <1.0,0.872,0.753> //K0V //color <1.0,0.931,0.905> // G2 V //color <0.869,0.871,1.0> // F5V //color <0.725,0.773,1.0> // F0V //color <0.606,0.69,1.0>*2 // A6V //color <0.49,0.601,1.0 > // A0V //color <0.371,0.501,1.0 > // B1V // color <0.361,0.489,1.0> // O1 V }


// desert planet                          
                          


global_settings {

   assumed_gamma 1.0

}


default { finish { ambient 0.000002 diffuse 0.7 } }


camera { location <1,0,-1>*30000 angle 30

look_at 0 // 4k reso // up 9*y // right 16*x

}


 #declare Earth_Radius=1;
  1. declare Media_Intensity=30;

//#declare Media_Emission=0.065*10;

  1. declare Media_Eccentricity=0.56;
  2. declare Atmosphere_Top=0.04;

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

  1. declare atm_samples= 40;



  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 {

     //  agate
   //    granite

wrinkles

 scale 30
       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 -0.03 

}

}

  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 2

// wrinkles scale 1

//crackle
//  agate

scale 3

warp { turbulence 0.1}

scale 1/3

//    scale 5
     octaves 15
  //   turbulence 0.2
     
   texture_map {  
       [0 land2]
   //    [0.3 land1]
    //  [0.6 land2]
       [1 land1]

   }


}


  1. declare Desert2= texture {
 //   granite
 // wrinkles scale 0.3
//crackle
 agate
//warp { turbulence 0.1}

scale 0.1

//    scale 5
     octaves 15
  //   turbulence 0.2
     
   texture_map {  
  //     [0 land2]
     //  [0.2 land2]
    //   [0.3 land1]
      [1 land1]

   }


}


  1. declare DesertPlanet1=object {
    sphere{0, 1 }
       
    texture {
// granite 

// agate wrinkles // gradient y

   // turbulence 0.04
    
    texture_map {
    
    [0.0 Desert1]
    
    [1 Desert2]
  
    }       
    
  //  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]
     [0.5 Clouds2]
   //    [0.50 Clouds5 scale 1 ]
 //     [1.00 Clouds1]
     //  [1.00 Clouds4 scale 1]
     
      [1.00 Clouds0 scale 1]
     
     }
 
 //  }
 
 
//  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 }

scattering { 5 color rgb <pow(460/650, 4), pow(460/555, 4), 1>*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>*-1
   scale 7000
}

Licensing

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I, the copyright holder of this work, hereby publish it under the following license:
Creative Commons CC-Zero This file is made available under the Creative Commons CC0 1.0 Universal Public Domain Dedication.
The person who associated a work with this deed has dedicated the work to the public domain by waiving all of their rights to the work worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law. You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission.

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Date/TimeThumbnailDimensionsUserComment
current19:28, 2 November 2023Thumbnail for version as of 19:28, 2 November 20231,600 × 1,200 (528 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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