File:Desert exoplanet and star 1 1 1 1.png

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Captions

Captions

Desert exoplanet and star

Summary

[edit]
Description
English: Desert exoplanet and star , Star is class M5 red dwarf.
Date
Source Own work
Author Merikanto

POV-Ray 3.7 source code

// desert planet and very nearby star // POV-Ray source code

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


default { finish { ambient 0.000002 diffuse 0.4 } }

camera {

   location <-10,0,-6>*5
   look_at <10,0,0>
   angle 20
   rotate z*-10

}


//light_source { // <6,0,-1>*100000000 // color rgb <1,1,1>*1 //color <1.0,0.641,0.289>*2 // spectral class M 5.5V //}

  1. declare f_planet1= function {

//exp(exp(f_wrinkles(x*1,y*1,z*1))*wrinkles(x,y,z))

// base //exp((exp(f_agate(x,y,z))*1/3)*f_wrinkles(x,y,z))*f_bozo(x*3,y*3,z*3)*0.5

exp((exp(f_agate(x,y,z))*1/3)*f_wrinkles(x,y,z))*f_bozo(x*3,y*3,z*3)*0.5

+ exp(f_agate(x*6,y*6,z*6)*f_granite(x*3,y*3,z*3)*f_wrinkles(x*3,y*3,z*3))*0.25
- exp(f_agate(x*20,y*20,z*20)*f_granite(x*31,y*10,z*10)*f_wrinkles(x*10,y*10,z*10))*0.1
- exp(f_agate(x*60,y*60,z*60)*f_granite(x*61,y*60,z*60)*f_wrinkles(x*60,y*60,z*60))*0.03
 - exp(f_agate(x*200,y*200,z*200)*f_granite(x*200,y*200,z*200)*f_wrinkles(x*200,y*200,z*200))*0.01

}

  1. declare tex1= texture {

pigment {

function {f_planet1(x,y,z)} scale 3 warp {turbulence 0.1} scale 1/3 //granite

color_map{ [0 color rgb <0.898039, 0.756863, 0.494118>] [0.5 color rgb <0.533333, 0.368627, 0.258824>] [1.0 color rgb <0.0980392, 0.0980392, 0.172549 >] } }

normal { 

function {f_planet1(x,y,z)} bump_size 1 scale 3 warp {turbulence 0.1} scale 1/3

}

}

// haze

  1. declare cloudtex1= texture {

pigment { wrinkles color_map { [0 color rgbt 1] [1 color rgbt 0.5 ] }

}

}

  1. declare cloudtex2= texture {

pigment { wrinkles turbulence 0.3 scale 0.3 pigment_map { [0 color rgbt 1] [0.4 color rgbt 1] [1 wrinkles scale 0.1 pigment_map { [0 color rgbt <1,1,1,0>] [0.5 color rgbt <1,1,1,1>] [1 color rgbt <1,1,1,1>] } ] }

}

}

  1. declare Reflection1 =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 }


  1. declare atm_thickness1=0.03;
#declare atm_samples1=15;
#declare atm_color1 = rgb  <pow(460/650, 4), pow(460/555,  4), 1>;
  1. declare atm_amount1=20;
#declare Atmosphere1 = object

{

   difference {
   sphere
   {
   0, 1+atm_thickness1  
   }
   }
  hollow
  material
  { 
 // texture {pigment {color <1,0,0> } }// koe  
  
  
    texture
    {
      pigment
      {
        color rgbt 1
      }      
            finish {  
     ambient 0 reflection 0 specular 0
    ior 1.0
   // diffuse 0.25
     }
    }
    interior
    {
      media
      {     
 
      intervals 1           // number of intervals used for sampling [10]
      samples atm_samples1            // minimum and maximum number of samples taken per interval [1,1]
     confidence 0.9         // statistic parameter higher->better quality [0.9]
      variance 1.0/128       // statistic parameter lower->better quality [1.0/128]
      ratio 0.9              // distribution between lit and unlit areas [0.9]
 

  //   absorption rgb<1,.9,.8>*.1  // absorbing media, block light of specified color
     //  4 scattering type 1=isotropic; 2=Mie haze; 3=Mie murky
          // 4=Rayleigh; 5=Henyey-Greenstein
          // for balancing amount of absorption [1.0]
      
  
     
        //  scattering { 3, atm_color1*atm_amount1 }
           scattering { 1, <0.6, 0.8, 1>*atm_amount1}
     //    scattering { 5, <0.6, 0.8, 1>*atm_amount1 eccentricity 0.56   extinction 1.0 }      
         
            method 3 

        
        
        density
        {  
function {   1*exp(-8*(sqrt(x*x+(y)*(y)+z*z)- 1 - 0.00001)/atm_thickness1) } 

/*

          spherical
          density_map
          {
            [0     rgb <0.25, 0.5, 1>]
            [0.005 rgb <0.25, 0.5, 1>]
            [0.011 rgb <0.9, 1, 1>]
            [1    rgb <0.9, 1, 1>]
          }
  • /
     }
         
         
     }
    }
  
  }   

}


// povray 3.7 code to generate red dwarf star

  1. declare Yellow =rgb <1,1,0>;
  2. declare White= rgb <1,1,1>;
  3. declare Black =rgb <0,0,0>;
  1. declare DarkRed=rgb <0.1,0,0>;
  1. declare Red=rgb <1.0,0,0>;
  1. declare Orange=rgb <1,0.5,0>;
  2. declare RedOrange=rgb <1,0.05,0>;
  3. declare RedRedOrange=rgb <1,0.15,0>;

//#declare YellowOrange=rgb <1,0.75,0>; //#declare YellowYellowOrange=rgb <1,0.825,0>;

  1. declare LightBlue=rgb <0.5,0.5,1>;

//#declare DarkYellow=rgb <0.25,0.25,0>;




//#declare tauorig=

// DEBUG //#declare taunolla=0;

  1. declare taunolla=clock+180;
  1. declare tau=radians(taunolla);
  2. declare tau2=radians(taunolla+180.0);
  1. declare ra=0;
  2. declare rb=0;
  3. declare ax = sin(tau)*ra+1;
  4. declare ay = cos(tau)*ra;
  1. declare bx = sin(tau2)*rb-1;
  2. declare by = cos(tau2)*rb;
  1. declare sax=ax*1;
  2. declare say=ay*1;
  3. declare sbx=bx*1;
  4. declare sby=by*1;
  1. declare granulas = pigment {
   //granite
   crackle
   turbulence 0.5
   color_map {
     [0.0 color RedOrange]
     [0.15 color RedOrange]
     [0.25 color RedRedOrange]
     [1.0 color Red]
   }
   scale 0.05
 //  	warp{turbulence 0.1}
   };
   
  1. declare kromos=intersection

{ sphere {0,1.025} sphere {0,1.00}

 // pigment {color Red}
   
pigment { color rgbf 1 }
 hollow
 interior {
   media {
     emission 20
     method 2
     intervals 1
     samples 5, 5
     density {
       spherical
       color_map {
         [ 0.0 rgb 0.0 ]
         [ 0.2 rgb <0.25, 0.0, 0.0> ]
         [ 0.4 rgb <0.5, 0.0, 0.0> ]
         [ 1.0 rgb <1.0, 0.0, 0.0> ]
       }
     }
   }
   media {
     absorption 5.0
     method 1
     intervals 1
     samples 5, 5
     density {
       spherical
       color_map {
         [ 0.0 rgb 1.0 ]
         [ 0.1 rgb 1.0 ]
         [ 1.0 rgb 1.0 ]
       }
     }
   }
 }
 

};

  1. declare spots = pigment {
   //granite
   bozo
   turbulence 0.5
   color_map {
     [0.0 color Black]
     
     [0.95 color Black]
     [1.0 color DarkRed]
   }
   scale 1
   
   };
   
  1. declare sun_surf =pigment

{

   bozo
   turbulence 0.5
   scale 0.5
   //  scale 1  
     
      pigment_map {
     
      [0.0 granulas]
      [0.5 granulas  scale 2]
  //   [0.7 Yellow]
      [1.0 spots scale 0.1]       
     }    
      

};

  1. declare korona=object

{ sphere {0,6}

pigment { color rgbf 1 }

 hollow
 interior {
   media {
     emission 10
     method 3
     intervals 1
     samples 5, 5
     density {
       spherical
       color_map {
         [ 0.0 rgb 0.0 ]
         [ 0.25 rgb <0.5, 0.5, 0.5> ]
         [ 1.0 rgb <1.0, 1.0, 1.0> ]
       }
     }
   }
 }
 

};

  1. declare sun0=union {

object { sphere {0,1} pigment {sun_surf} //pigment {Yellow}

finish {ambient 5}

scale 3 }

object { kromos //translate <sax,0,say> //scale 3.25 scale 3.25 }

object {korona scale 1 }

};

  1. declare sun= light_source

{ <0,0,0> color <1.0,0.641,0.289>*1 // spectral class M 5.5V looks_like {sun0} //media_interaction on

}

  1. declare starr01= object {

sphere {0,1}

texture { pigment { granite scale 0.3

color_map { //[0 color rgb <1,0,0> ] //[1 color rgb <1.0,0.641,0.289> ]

[0 color <1.0,0.542,0.202>*0.8] // m8 [0 color <1.0,0.638,0.315>*1.2] // m3 } } finish {ambient 1} }

 scale 0.1

}

  1. declare starmedia1= object {

sphere {0,2 }

pigment { rgbt 1 } hollow

  interior
  { 
  media
    { 
    samples 40,80
    emission 1*<1.0,0.641,0.289>
      density {
      //  function {exp(-sqrt(x*x+y*y+z*z))}
               function { 1/(6000)*pow( sqrt(x*x+y*y+z*z),-4 ) *f_granite(atan(x/y),atan(y/x),atan(z/x))
               *pow( sqrt(x*x+y*y+z*z),-4 )
               
                }
             
          //    }
     // poly_wave 3
      density_map
        { [0 rgbt <0,0,0,1>]
          [1 rgbt <1,1,1,0>]
        }
      }
    }
 }

} // ob

  1. declare star1=light_source {
   <0,0,0>

color rgb <1.0,0.641,0.289>*1 // spectral class M 5.5V looks_like { object {starr01 } }

}

  1. declare star2=union {

light_source {star1 scale 2.4 } object {starmedia1 scale 1}

scale 0.6 }

  1. declare planeta0=sphere {0,1
texture {tex1}
texture {cloudtex1}
texture {cloudtex2}

}

  1. declare planet1=union {

object {planeta0 }

   object {Atmosphere1}  
   object {Reflection1}  

}

object { star2 scale 10 translate x*20}

object {planet1 scale 3}

Licensing

[edit]
I, the copyright holder of this work, hereby publish it under the following license:
Creative Commons CC-Zero This file is made available under the Creative Commons CC0 1.0 Universal Public Domain Dedication.
The person who associated a work with this deed has dedicated the work to the public domain by waiving all of their rights to the work worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law. You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission.

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Date/TimeThumbnailDimensionsUserComment
current13:43, 5 November 2023Thumbnail for version as of 13:43, 5 November 20231,600 × 1,200 (276 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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