File:Fictional super earth that has lots of water its surface 1 r 1.png

From Wikimedia Commons, the free media repository
Jump to navigation Jump to search

Original file (1,600 × 1,200 pixels, file size: 1.36 MB, MIME type: image/png)

Captions

Captions

Fictional super earth that has lots of water its surface

Summary

[edit]
Description
English: Fictional super earth that has lots of water its surface. Almostocean planet, waterworld.
Date
Source Own work
Author Merikanto

POV-Ray 3.7 source code


// planet

// POV-Ray 3.7 source code

// 17.4.2023 0000.0002

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

background { color 0 }

camera {

 location <0, 0, -2.5>
 look_at <0, 0, 0>

}

light_source { <10, 0, -10>*1000*1000*1000

 color   <1.00, 0.91, 0.84> // color temp 5240 K, spectral type K0

//color White }


// turbulence of earth

  1. declare turb1=0.3;

// clouds ...

  1. declare cloudiness1=0.55; //## suitable 0.5
  2. declare cloudturb1=1;
  3. declare cloudturb2=2;
  1. declare cwater1=0.8;


  1. declare cmap1= color_map {

[0 rgb <1,1,0>] [0.03 rgb <0,1,0>]

[0.2 rgb <0,0,1>]
[1 rgb <0,0,1>]

}


  1. declare cmap2= color_map {

[0 rgb 0.4] [0.03 rgb 0.2]

[0.2 rgb 0.1]
[1 rgb  0.05]

}


  1. declare cmap3= color_map {

[0 rgb DarkBrown]

[0.1 rgb  Brown]   
[1 rgb  Tan]   

}

#declare cmap4a= color_map {

[0 rgb <0.39, 0.34, 0.31>]

[0.5 rgb  <0.87, 0.51, 0.24>]   
  [1 rgb  <0.73, 0.57, 0.43>*1.2]   

}


#declare cmap4= color_map {  
  [0.0 rgb  <1, 0.8, 0.6>*1.2] 


[0.5 rgb  <0.87, 0.51, 0.24>/2]   
   [1 rgb <0.39, 0.34, 0.31>/4] 

}


#declare cmap_waters1= color_map {
[0 rgb <0,0,0.05>]
 [cwater1 rgb <0,0,0.05>]
[cwater1 rgbt 1]
  [1 rgbt 1]   

}


  1. declare f_crackle2 = function {pattern {crackle metric 2 form <-1,1,0>}}
  1. declare f_crackle3 = function{
pigment {
   crackle metric 2 form <-1,1,0>
    turbulence 0.5
 }

}



  1. declare ridgenet1= function {
  abs(1+ exp( f_granite(x/3,y/3,z/3) *f_granite(x*3,y*3,z*3))
*-f_crackle3(x,y,z).gray
 )    /3

}


  1. declare surf2a= function {
 max(

ridgenet1(x,y,z) , f_wrinkles(x,y,z)-0.2

)

}


  1. declare surf2=function {
   max(ridgenet1(x,y,z) ,f_wrinkles(x+1,y+2,z+3)-0.2  )*0.9

+f_wrinkles(x*20,y*20,z*20)/100

}



  1. declare surf1= function {

/*

exp(f_wrinkles(x,y,z)* exp(f_granite(x,y,z)) ) /12
// mountain like

-exp(exp(f_agate ( sin(f_agate(x+1,y+1,z+1))*3, y*3, z*3) )) /100*f_bozo(x,y,z) +exp(f_wrinkles(x*10,y*10,z*10)* exp(f_granite(x*3,y*3,z*3)) ) /30 +exp(f_wrinkles(x*30,y*30,z*30)* exp(f_granite(x*10,y*10,z*10)) ) /100

 */  

// f_agate(sin(f_agate(f_granite(x,y,z),y/2,z/2)), 1,2) *f_bozo(x*2,y*2,z*2)

f_wrinkles(x,y,z)/2 +f_wrinkles(x*2,y*2,z*2)/4 +f_wrinkles(x*4,y*4,z*4)/8 +f_wrinkles(x*8,y*8,z*8)/8 +f_wrinkles(x*16,y*16,z*16)/16 +f_wrinkles(x*32,y*32,z*32)/32 +f_wrinkles(x*64,y*64,z*64)/64 +f_wrinkles(x*128,y*128,z*128)/128 +f_wrinkles(x*256,y*256,z*256)/256


}


  1. declare tx1=texture {
 pigment {
// color rgb Tan
  function {surf1(x*3,y*3,z*3)} 
turbulence turb1
 color_map { cmap4}

}


normal {

         function {surf1(x*3,y*3,z*3)} 1/2
turbulence turb1
   } 


finish {
ambient 0

}

}

  1. declare watex1=texture {
 pigment {
// color rgb Tan
  function {surf1(x*3,y*3,z*3)} 
turbulence turb1
 color_map { cmap_waters1}

}


/* normal {

         function {surf1(x*3,y*3,z*3)} 0.03
   } 
 */
finish {
ambient 0

}

}


  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 cloudes1=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}

}


  1. declare ice2=pigment {

granite

//agate

// wrinkles

scale 0.3

 pigment_map {
  [0 color rgbt <1,1,1,1>] 
  [0.25 color rgbt <1,1,1,1>] 
 [0.25 color rgbt <1,1,1,0>*2]
    [1 color rgbt <1,1,1,0>*2]
 }

}


  1. declare ices1=texture {

pigment {

gradient y


scale 3 warp { turbulence 0.2 } scale 1/3

 scale 2

translate y*1

pigment_map {
  [0 color rgbt <1,1,1,0>*3] 
  [0.05 color rgbt <1,1,1,0>*3] 
  [0.06 ice2]
      [0.1 ice2]
   [0.15 color rgbt <1,1,1,1>] 

[0.5 color rgbt <1,1,1,1>]

 [0.88 color rgbt <1,1,1,1>]
 
 [0.93 ice2]
[1 color rgbt <1,1,1,0>*3]

}

}

}


// rayleigh based atm

  1. declare atm_thickness1 = 0.02;
  2. declare atm_color1 = rgb <pow(460/650, 4), pow(460/555, 4), 1>;
  3. declare atm_amount1=1;


  1. declare atm_density1 = density

{

    function
    {
      1*exp(-6.7*(sqrt(x*x+(y)*(y)+z*z)- 1 - 0.00001)/atm_thickness1)
   //   1*exp(-6.7*(sqrt(x*x+(y)*(y)+z*z)-1- 0.00001)/atm_thickness1)
   

} }


  1. declare atm_media1 = media

{

    method 3
    intervals 3
    samples 3
    scattering
    { 4

color atm_amount1*atm_color1/atm_thickness1 // extinction 1

    }
    density {atm_density1}

}


  1. declare atmos1 = difference

{

    sphere {0, 1.00001 + atm_thickness1}
 //   sphere {0, 1.00001}
    hollow
    pigment {rgbt 1}
    interior {media{atm_media1}}

}



  1. declare planet1= union {

object { sphere { <0, 0, 0>, 1 } // plane {z,0}

texture { tx1   }     

         

// sea

texture { watex1   }     

// texture { ices1 }


texture { cloudes1 }



 }

object {atmos1}


}


object {planet1}


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
current09:23, 18 April 2023Thumbnail for version as of 09:23, 18 April 20231,600 × 1,200 (1.36 MB)Merikanto (talk | contribs)Update
13:26, 16 April 2023Thumbnail for version as of 13:26, 16 April 2023800 × 600 (408 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

There are no pages that use this file.

Metadata