File:Eyeball or tape world or hot eyeball planet 1.png

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Captions

Captions

Hot eyeball planet ("tape world")

Summary

[edit]
Description
English: Hot eyeball planet ("tape world"). Under sun there is desert. Near terminator in dayside are rivers, lakes, vegetation and other life. In nightside there is glacier and sea ice.
Date
Source Own work
Author Merikanto

POV-Ray 2.8 source code

// POV-Ray 3.8 script

// hot eyeball planet // desert under sun, vegetation neat terminator

// 19.9.2022 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 <500,-300,-300>*1/3
   look_at <0,0,0>
   angle 35

}


light_source { <1,0,0>*100000000 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*10;
  3. declare Media_Emission=0.065*0.1;
  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 <0,0,1> } ] 
           [1.0 pigment {color rgb <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> ]   
 [0.5 color rgb <0.17, 0.28, 0.10> ]   
   [0.6 color rgb <0.83, 0.71, 0.51>/2 ] 
  [1.0 color rgb <0.83, 0.71, 0.51> ]

}

} }


  1. declare land1=texture {


          gradient x   
         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 planet1= object {
   sphere {0,1}
   
   texture {
     
//     wrinkles
    // spherical
 //  agate 

granite   
scale 1.25
octaves 60 
   
   
     texture_map
     {          
     
   //  [0 sea1]  
   //  [0.0 sea1] 
     
          
     [0.1 land1]  
     [1 land1] 
          
     
     
     }
     
     
   
   
   }
   
  
  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 {
       0,1.006
    }
    
   texture {
      gradient x  
      turbulence 0.05 
     
       texture_map {
  
      
               [0  pigment {color rgbf <1,1,1,1>} ]
               
               [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 pigment { color rgbf <1,1,1,1> } ] 
           
     
           }
  
       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 <1,1,1,0.1>]
               
                            [0.3 color rgbf <1,1,1,0.1>  ] 
                              [0.7 color rgbf <1,1,1,1>  ] 
                             [1 color rgbf <1,1,1,1>  ] 
                  }
                        
}

}
   
   
   
   
   
  #declare cloudes2 = object {

    sphere {
       0,1.005
    }
    
   texture {
      gradient x  
      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

}


object {planet1}

object {cloudes2} object {atmosphere1}

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
current16:09, 19 September 2022Thumbnail for version as of 16:09, 19 September 20221,600 × 1,200 (829 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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