File:Hycean planet or mini neptune 2 1 1 1.png
Original file (1,600 × 1,200 pixels, file size: 964 KB, MIME type: image/png)
Captions
Summary
[edit]DescriptionHycean planet or mini neptune 2 1 1 1.png |
English: Hycean planet ca 2.5 Earth radius, 7 Earth mass or so on. |
Date | |
Source | Own work |
Author | Merikanto |
POV-Ray 3.7
// hycean planet or mini neptune
// pov-ray 3.7 source code
// 16.09.2023 v 0000.0000
- include "colors.inc"
- include "textures.inc"
- include "shapes.inc"
- include "functions.inc"
camera {
location <0,500,-1000>*0.8
look_at <0,0,0>
angle 24
}
light_source {<7,1,-7>*1000*1000*1000 color rgb 2}
sky_sphere
{
pigment {
bozo
//granite
// wrinkles
// dents
scale 0.001
color_map
{
[0 color rgb 0]
[0.8 color rgb 0]
[1 color rgb 1]
}
}
pigment {
bozo
scale 0.0001
color_map {
[0 color rgb 0 transmit 1]
[0.8 color rgb 0 transmit 1]
[1 color rgb 1 transmit 0]
}
}
}
- declare layer_1=texture {
pigment {
gradient y
// agate
sine_wave
turbulence 0.15
frequency 2
pigment_map {
[0 wrinkles scale 0.1
scale y/3
pigment_map {
[0
//color rgbt <1,0,0.5,0>
// granite
wrinkles scale 0.1
scale 0.1 turbulence 0.5
pigment_map {
[0 color rgbt <1.0,1.0,1.0,1.0> ]
[1 color rgbt <0.9,0.9,0.9,0> ]
}
]
[1 wrinkles scale 0.1 turbulence 0.5
// color rgbt <0.6,0,0.3,0>
pigment_map {
[0 color rgbt <0.0,0,1.0,0> ]
[1 color rgbt <0.7,0.7,0.7,1> ]
}
warp { turbulence 0.1}
]
}
]
[1
// color rgbt <0.5,0,1,0>
wrinkles
// granite
sine_wave
scale y/3
pigment_map {
[0 granite scale 0.1 turbulence 0.5
// color rgbt <0.3,0,.5,0>
pigment_map {
[0 color rgbt <1,1,1,0> ]
[1 color rgbt <0.0,0,0.4,0> ]
}
]
[ 1 granite scale 0.1 turbulence 0.5
//color rgbt <0.6,0,1,0>
pigment_map {
[0 color rgbt <1.0,1,1,0> ]
[1 color rgbt <0.0,0,0.8,0> ]
}
warp { turbulence 0.1}
]
}
]
}
warp { turbulence 0.05}
}
finish {
ambient 0
}
}
- declare layer_2=texture {
pigment {
gradient y
translate y*0.5
// agate
sine_wave
//turbulence 0.2
frequency 3
pigment_map {
[0 wrinkles
scale y/12
pigment_map {
[0 color rgbt <1,1,1,1> ]
[1 color rgbt <1,1,1,0.5> ]
}
]
[1
// color rgbt <0.5,0,1,0>
wrinkles
sine_wave
scale y/10
pigment_map {
[0 color rgbt <1,1,1,0.9> ]
[1 color rgbt <0.6,0.7,1,0.8> ]
}
]
}
warp { turbulence 0.04}
}
finish {
//ambient 1
}
}
#declare layer_3=texture {
pigment {
gradient y
translate y*0.5
// agate
sine_wave
frequency 2
pigment_map {
[0 wrinkles
scale y/5
pigment_map {
[0 color rgbt <1,0,0.5,0.9> ]
[1 color rgbt <0.6,0,0.3,0.1>/10 ]
}
]
[1
// color rgbt <0.5,0,1,0>
wrinkles
sine_wave
scale y/6
pigment_map {
[0 color rgbt <0.3,0,5,0.3>/4 ]
[1 color rgbt <0.6,0,1,0.8>/40 ]
}
]
}
warp { turbulence 0.1}
}
finish {
//ambient 1
}
}
#declare layer_5=texture {
pigment {
gradient y
translate y*0.5
// agate
sine_wave
turbulence 0.03
frequency 2
pigment_map {
[0 wrinkles
scale y/10
// scale y/8
pigment_map {
[0 granite scale 0.1 turbulence 0.2
pigment_map {
[0 color rgbt <1,1,1,1> ]
[1 color rgbt <0.2,0.3,0.4,0> ]
}
]
[ 1 granite scale 0.1 turbulence 0.1
pigment_map {
[0 color rgbt <0.6,0.7,1,1> ]
[1 color rgbt <0.5,0.7,0.8,0> ]
}
]
}
warp { turbulence 0.1}
]
[1 wrinkles
scale y/6
pigment_map {
[0 granite scale 0.1 turbulence 0.1
pigment_map {
[0 color rgbt <0.5,0.7,1,0> ]
[1 color rgbt <0.5,0.5,0.8,0.5> ]
}
]
[ 1 granite scale 0.1 turbulence 0.2
pigment_map {
[0 color rgbt <0.6,0.8,1,1> ]
[1 color rgbt <0.5,0.7,1.0,0.0> ]
}
]
}
warp { turbulence 0.1}
]
}
warp { turbulence 0.05}
}
finish {
//ambient 1
}
}
#declare layer_4=texture {
pigment {
gradient y
//scale 2
//translate y*1
// agate
//sine_wave
turbulence 0.05
frequency 1/2
pigment_map {
[0 color rgbt <1,1,1,1>]
[0.33 color rgbt <0,0,0,1/4>]
[0.5 color rgbt <0,0,0,1/8>]
[0.66 color rgbt <0,0,0,1/4>]
[1 color rgbt <1,1,1,1>]
}
}
finish {
//ambient 1
}
}
- declare blank_layer_1 = texture {
pigment { color <0,0,1> }
finish {ambient 0 }
}
- declare hycean_planet_1= object {
sphere {0,1 }
// ocean
//texture { pigment {color rgb <0,0,0.15>}} }
texture {blank_layer_1}
texture {layer_1}
texture {layer_2}
///// texture {layer_3}
texture {layer_5}
//// texture {layer_4} // nok
texture {pigment { color rgbt <0.1,0.2,1,0.8> } }
/////finish {ambient 1}
scale 100
}
#declare halo3=sphere // transparent sphere containing media
{ 0,1 pigment { rgbt 1 } hollow
interior
{ media
{
emission 0.001*<0.2,0.3,0.4>
absorption 1/1000
scattering {2,1/1000*<1,0,1> }
density
{
function {
// exp(1/(sqrt(x*x+y*y+z*z)) )
2* (1/(pow(sqrt(x*x+y*y+z*z),.75)))
}
density_map
{ [0 rgbt <0,0,0,1>]
[1 rgbt <0.2,0.3,0.4,0>]
}
}
}
}
scale 150
}
#declare halo1=sphere // transparent sphere containing media
{ 0,1 pigment { rgbt 1 } hollow
interior
{ media
{
emission 0.15 *<0.2,0.3,0.4> *1
// absorption 1/10
scattering {3,4*<0.5,0.7,1>/3 }
density
// sine_wave
{
function {
// exp(f_sphere(x,y,z,1))*f_granite(x*2,y*5,z*2)
// f_granite(x*2,y*10,z*2)
// f_wrinkles(x*10,y*10,z*10)
// sin(y*12) * f_granite(x*2,y*10,z*2)
f_wrinkles(f_sphere(x,y,z,f_granite(x,y,z))*20,sin(y)*100,z)
}
density_map
{ [0 rgbt <0,0,0,1>]
// [0.5 rgbt <1/3,1/3,1,0>]
// [0.2 rgbt <1/2,1/2,1,0.1>]
// [0.2 rgbt <1/4,0,0,1/4>]
[1 rgbt <1/3,1/3,1/3,0>]
}
}
}
}
scale 101
}
// rayleigh based atm
- declare atm_thickness1 = 0.1;
- declare atm_color1 = rgb <pow(460/650, 4), pow(460/555, 4), 1>;
- declare atm_amount1=0.001;
- 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)
}
}
- declare atm_media1 = media
{
method 3
intervals 3
samples 3
scattering
{ 4
color atm_amount1*atm_color1/atm_thickness1
// extinction 1
}
density {atm_density1}
}
- declare atmos1 = difference
{
sphere {0, 1.00001 + atm_thickness1}
// sphere {0, 1.00001}
hollow
pigment {rgbt 1}
interior {media{atm_media1}}
scale 100
}
- declare reflektion1 =sphere {0,1
pigment { rgbt <0, 0, .1, 0.99995> }
finish {
ambient 0.0
diffuse 0.0
phong 0.2
phong_size 10
}
interior { ior 1.1 }
hollow yes // tai no
scale 1.0001
scale 100
}
object { hycean_planet_1}
// object {halo1}
//object {halo3}
object {atmos1}
//object {reflektion1}
Licensing
[edit]- 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.
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Date/Time | Thumbnail | Dimensions | User | Comment | |
---|---|---|---|---|---|
current | 16:48, 16 September 2023 | 1,600 × 1,200 (964 KB) | Merikanto (talk | contribs) | Uploaded own work with UploadWizard |
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File change date and time | 13:44, 16 September 2023 |
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