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+// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
+// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
+// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
+
+// Persistence of Vision Raytracer Scene Description File
+// File: mediasky.pov
+// Author: Chris Huff
+// Description: This file demonstrates the use of scattering media
+// to create a sky with clouds. It attempts to simulate an actual
+// atmosphere: there is an outer shell of media that scatters blue
+// light, and an inner cloud shell that scatters white. The scattered
+// light from the outer shell makes the sky appear blue, and the light
+// that passes through is tinted orange by its passage, giving the
+// clouds an orange color.
+//
+// Updated: 2013/02/15 for 3.7
+//
+// -w320 -h180
+// +w640 +h360 +a0.3
+// use 16:9 aspect ratio
+//
+//*******************************************
+
+#version 3.7;
+
+#include "colors.inc"
+
+global_settings {
+ assumed_gamma 1.0
+ max_trace_level 5
+}
+
+#declare CamPos = <-5, 1,-25>;
+
+camera {
+ location CamPos
+ up y
+ right x*image_width/image_height // keep propotions with any aspect ratio
+ look_at < 0, 7.5, 0>
+ angle 90
+}
+
+light_source {CamPos, color Gray30 media_interaction off}
+//light_source {vrotate(z, <-1, 8, 0>)*500000, color rgb < 1, 0.8, 0.65>}
+
+#declare SunPos = vrotate(z, <-12, 8, 0>)*1000000;
+light_source {SunPos, color White*2}
+sphere {SunPos, 75000
+ texture {
+ pigment {color White}
+ finish {ambient 10 diffuse 0}
+ }
+ no_shadow
+}
+
+
+#declare PlanetSize = 50000;
+
+//the ocean
+sphere {< 0, 0, 0>, 1
+ scale PlanetSize
+ translate -y*PlanetSize
+ hollow
+ texture {
+// pigment {color rgb < 1, 1, 1>}
+ pigment {color rgbf < 1, 1, 1, 1>}
+ finish {
+ ambient 0 diffuse 0.7
+ reflection {0.5, 1
+ fresnel//use the fresnel form of angle-dependant reflection
+ metallic//use metallic reflection
+ }
+ conserve_energy
+ metallic//use metallic highlights
+ }
+ normal {bumps bump_size 0.075 scale < 4, 1, 1>*0.025}
+ }
+ interior {
+ ior 1.33//required for fresnel reflection
+ media {
+ method 3
+ samples 2 intervals 1
+ absorption color rgb < 0.75, 0.5, 0.25>*0.005
+ }
+ }
+}
+//the ocean floor
+sphere {< 0, 0, 0>, 1
+ scale PlanetSize - 100
+ translate -y*PlanetSize
+ texture {
+ pigment {color rgb 1}
+ }
+}
+
+#macro SkyShell(minAlt, maxAlt, Int)
+ difference {
+ sphere {< 0, 0, 0>, 1 scale (PlanetSize + maxAlt)}
+ sphere {< 0, 0, 0>, 1 scale (PlanetSize + minAlt)}
+ hollow
+ texture {pigment {color rgbf 1}}
+ translate -y*PlanetSize
+ interior {Int}
+ }
+#end
+
+//A much more realistic sky could be done using multiple layers
+//of clouds to simulate clouds of different densities and with
+//different altitudes. Of course, this would render a lot slower...
+
+//the "cloud shell", creates clouds.
+SkyShell(1000, 1300,
+ interior {
+ media {
+ method 3 aa_threshold 0.1 aa_level 3
+ samples 4 intervals 1
+ scattering {2, color White*0.0075 extinction 1}
+ density {wrinkles
+ scale < 5, 2, 2>*200
+ warp {turbulence 2}
+ color_map {
+ [0 color rgb 1]
+ [0.5 color rgb 0.85]
+ [0.55 color rgb 0.035]
+ [1 color rgb 0.035]
+ }
+ }
+ }
+/* media {
+ method 3
+ samples 2 intervals 1
+ scattering {2, color White*0.0075*0.015 extinction 1}
+ }*/
+ }
+)
+
+//the "atmosphere shell", creates the blue sky and orange light.
+SkyShell(1001, 2200,
+ interior {
+ media {
+ method 3
+ samples 2 intervals 1
+ scattering {4, color rgb < 0.25, 0.6, 0.9>*0.00075 extinction 1}
+ }
+ }
+)
+