File:Giant planet of sudarsky class 2 img 1 1 1 1.png

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Captions

Captions

Gas giant planet of Sudarsky class 2

Summary

[edit]
Description
English: Gas giant planet of Sudarsky class 2. impression of artist.
Date
Source Own work
Author Merikanto

POV-Ray 3.7 source code

// pov-ray 3.8 source code

// gas giant planet

// 24.9.2023 v 0000.0004x
  1. include "functions.inc"
#include "rand.inc"
default { finish { ambient 0.000002 diffuse 0.7 } }    
 

camera {

 location  <0,0,-12>
 angle 16
look_at 0

}


light_source {

<-1,2,-5>*1000000

//color rgb <1.00, 0.71, 0.42>*1.5 //color rgb <1.00, 0.80, 0.44>*1.6 //color rgb <1.00, 0.93, 0.89>*1.6 // color rgb 2

 color rgb 1.4 

}


  1. macro planetstuff1()
 //    marble  

// function {f_marble(x,y,z)*0.9+f_granite(x*3,y*3,z*3)*0.1}

//  function {f_marble(x,y,z)*0.8+f_wrinkles(x*3,y*3,z*3)*0.1+f_granite(x*3,y*3,z*3)*0.1   } 
 //  function {f_marble(x,y,z)*1*f_granite(x*1/3,y*1/9,z*1/3)*0.5}  
 //  
  //  function {f_marble(x,y,z)*1*f_granite(x*1/5,y*1/10,z*1/5)*0.5}   // og
  //       function {f_marble(x,y,z)*1*f_wrinkles(x*1/10,y*1/20,z*1/10)*1  }         
      //     function {f_marble(x*1,y*1,z*1)*0.64+f_wrinkles(x*100,y*50,z*100)*0.6*f_granite(x*2,y*1,z*2)*.6  }         

// function {f_marble(x,y,z)*0.8+f_granite(x*3,y*1,z*3)*0.2}

// function {f_granite(x*3,y*1,z*3)*1} // function {f_wrinkles(x*3,y*1,z*3)*1}

  function { f_marble(x,y,z)*0.7+0.3*( f_wrinkles(x*3,y*3,z*3)*f_wrinkles(x*10,y*50,z*10))}
        scale 1.5
 // frequency 1

 sine_wave 

// scallop_wave

   rotate z*90   

 scale 3
    warp {
          turbulence <1,2,1>*1/3
          } 

scale 1/3


 scale 10
    warp {
   turbulence <1,2,1>*1/3 
          } 

scale 1/10

  scale 30
    warp {
         turbulence <1,2,1>*1/8 
          } 
  scale 1/30


  1. declare seed1 = seed(2531);

scale y/2

   #declare radi1=0.99;
    #declare anx1=radians(180+30);
   #declare any1=radians(20);
 
   #declare theta1=anx1;
   #declare fii1=any1;


   #declare x1=radi1*sin(theta1)*cos(fii1);
   #declare y1=radi1*sin(theta1)*sin(fii1);
   #declare z1=radi1*cos(theta1);
        warp {black_hole <x1,y1,z1>,0.3 falloff 1 strength 3 turbulence <1,1,1>*1 inverse } 
     #declare radi1=0.99;
  1. for (n,1,20)
    #declare j1=rand(seed1)*360;
         #declare j2=rand(seed1)*90;
 #declare anx1=radians(180-j1);
   #declare any1=radians(j2);
 
   #declare theta1=anx1;
   #declare fii1=any1;


   #declare x1=radi1*sin(theta1)*cos(fii1);
   #declare y1=radi1*sin(theta1)*sin(fii1);
   #declare z1=radi1*cos(theta1);
        warp {black_hole <x1,y1,z1>,0.15*rand(1) falloff 2 strength 3.5 turbulence 0.4 inverse  } 
   #end


      scale y/2


// warp { black_hole <0.0, 0.1, -1>, 0.5 turbulence <0.25, 0.25, 0> falloff 2.5 strength 0.75 inverse }

//warp {black_hole <1,-0.5,0>,0.6 strength 2 falloff 2 turbulence <0.25, 0.25, 0> inverse }

  1. end




  1. declare planet1= object {

sphere {0,1}


// tex 1


texture {

   pigment {
planetstuff1()
         /*
   color_map {
       [0 color rgb <1,1,1>*1] 
       [1 color rgb <1/3,1/3,1>*1]
   }       
       */
    
      
      color_map {  
       [0 color rgb <10/12,10/12,10/12>*1]
       [1 color rgb <6/6,6/6,6/6>*1] 
   
   }    
   

//color <0,0,1> }

normal {

 planetstuff1()  
bump_size 0.15

}


finish {ambient .00 diffuse .75 phong .075*0 phong_size 1.5*1 specular .025*0 roughness .01}

}

// ... tex 1


// tex 2 


// simulate atmosphere texture { pigment {

color rgbt <0.8,0.8,1,0.65>

}

 finish {ambient .00 refraction 0.5 diffuse .55 phong .05 phong_size 3.5 specular .05 roughness .01} 

} /// ... tex2

// tex3:


}


object { planet1


rotate x*30 rotate z*26 rotate y*20

}




Oldest code


// pov-ray 3.8 source code

// gas giant planet

// 18.9.2023 v 0000.0003
  1. include "functions.inc"


default { finish { ambient 0.000002 diffuse 0.7 } }    
 

camera {

 location  <0,0,-12>
 angle 16
look_at 0

}


light_source {

<-1,2,-5>*1000000

//color rgb <1.00, 0.71, 0.42>*1.5 //color rgb <1.00, 0.80, 0.44>*1.6 //color rgb <1.00, 0.93, 0.89>*1.6

//  color rgb 2
 color rgb 1.5

}



  1. declare planet1= object {

sphere {0,1}

texture {

   pigment {

// marble

  function {f_marble(x,y,z)*0.9+f_granite(x*3,y*3,z*3)*0.1} 
//  function {f_marble(x,y,z)*0.8+f_wrinkles(x*3,y*3,z*3)*0.1+f_granite(x*3,y*3,z*3)*0.1   } 

  frequency 1
   sine_wave 
// scallop_wave 
   rotate z*90 
 scale 10
    warp {
   turbulence 0.1   
          } 

scale 1/10

  scale 2
    warp {
   turbulence 0.1   
          } 

scale 1/2


scale y/2

 warp { black_hole <0.0, 0.1, -1>, 0.5  turbulence <0.25, 0.25, 0> falloff 2.5 strength 0.75 inverse }

warp {black_hole <1,-0.5,0>,0.6 strength 2 falloff 2 turbulence <0.25, 0.25, 0> inverse }

   color_map {
       [0 color rgb <1,1,1>*0.8] 
       [1 color rgb <1,1,1>*1]
   }

//color <0,0,1> } }





texture { pigment { granite //frequency 1/2

//sine_wave scale y*1/27

     scale 10 
 warp {turbulence 0.5}
          scale 0.1        

turbulence 0

   warp { black_hole <0.0, 0.1, -1>, 0.5  turbulence <0.25, 0.25, 0> falloff 2.5 strength 0.75 inverse }

warp {black_hole <1,-0.5,0>,0.6 strength 2 falloff 2 turbulence <0.25, 0.25, 0> inverse }

color_map { [0 color rgbt <1,1,1,0.8>] [1 color rgbt <1,1,1,1>] } //color <0,0,1> } }



texture { pigment { wrinkles frequency 1

    scale 5 
 warp {turbulence 0.3}
          scale 0.5  

sine_wave

 scale y/6

turbulence 0.15

     warp { black_hole <0.0, 0.1, -1>, 0.5  turbulence <0.25, 0.25, 0> falloff 2.5 strength 0.75 inverse }

warp {black_hole <1,-0.5,0>,0.6 strength 2 falloff 2 turbulence <0.25, 0.25, 0> inverse }

color_map { [0 color rgbt <1,1,1,1>] [0.99 color rgbt <1,1,1,1>] [1 color rgbt <1,1,1,0.5>] } //color <0,0,1> } }



// simulate atmosphere texture { pigment {

color rgbt <1,0.9,0.9,0.9>

}

}

  texture {  

pigment { //granite

 wrinkles   scale 1

frequency 1/3 //sine_wave

 scallop_wave 

scale y*1/9

 scale 2
    warp {
   turbulence 0.1   
          } 

scale 1/2

turbulence 0.1

//  warp { black_hole <0.0, 0.1, -1>, 0.5  turbulence <0.25, 0.25, 0> falloff 2.5 strength 1.5 inverse }

//warp {black_hole <0.5,-0.5,-.9>,0.6 strength 4 falloff 4 turbulence <0.25, 0.25, 0> inverse }

color_map { [0 color rgbt <1,1,1,0.9>] //[0.1 color rgbt <1,1,1,1>] [1 color rgbt <1,1,1,1>] } //color <0,0,1> } }



}


object { planet1

rotate y*20

rotate x*30 rotate y*20

rotate z*26

}

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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You are free:
  • to share – to copy, distribute and transmit the work
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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
current10:14, 24 September 2023Thumbnail for version as of 10:14, 24 September 20231,600 × 1,200 (613 KB)Merikanto (talk | contribs)Update of image
14:39, 20 September 2023Thumbnail for version as of 14:39, 20 September 20231,600 × 1,200 (369 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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