File:Hycean planet 1 1 1 1.png

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Captions

Captions

Hycean planet - view of artist

Summary

[edit]
Description
English: Hycean planet - view of artist. Hycean planet have very thick ocean and thick hydrogen atmosphere. They are maybe common in universe.
Date
Source Own work
Author Merikanto

POV-Ray 3.7 source code

// // Hycean planet // // 5-10 mearth, hydrogen+ocean+stony-iron nucleus

//

// pov-ray 3.7 source code // // 19.9.2023 v 0000.0001 //

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

global_settings {

 #if (version < 3.7)
   assumed_gamma 1.0
 #end

}


default { finish { ambient 0.000002 diffuse 0.7 } }

// atmospheric effect on ...

  1. declare Ilmat_Mukaan = 1; // 1 atmosph
  1. declare Planeta_Radius=16000;


  1. declare Kamera= camera {
   direction   y
 sky         y
 up          y
 right       (image_width/image_height)*x
 look_at     <0,0,0>
 angle       28

//orthographic

location <0,0,-100000>

}

  1. declare Valo= light_source {

150000000*<-2/2, 2/2, -1>

rgb 1.0 // kirkkaus 1, 2 ...

}




  1. declare Colormap_Oceanworld_2 = color_map
        {
            [.76   color rgb <30, 45, 160>/(255*3)   ]     
            [.77   colour rgb <230, 200, 180>/(255)   ] 
            [.79   colour rgb <150, 120, 130>/(255)   ] 
         }


  1. declare Colormap_Oceanworld_3bad = color_map
        {
            [.1   color rgb <30, 45, 160>/(255*3)   ]     
            [.2   colour rgb <230, 200, 180>/(255)   ] 
            [.3   colour rgb <150, 120, 130>/(255)   ] 
         }
 

   
  
  1. declare Planeta_Pigment = pigment
     {
  
    granite     
  //    agate
    scale 0.5
  //    function{ f_ridged_mf(x, y, z, 0.65, 3.1, 8 ,2, 3, 2) }    
      
       color_map {Colormap_Oceanworld_2}


    turbulence .5
     }      //pikmentti! 
  

  1. declare cmap3= color_map {

[0 rgb DarkBrown]

[0.1 rgb  Brown]   
[1 rgb  Tan]   

}


  1. declare Clouds_Colormap_Type1 = colour_map
      {
            [.3   colour rgbf 1   ] 
            [.7   colour rgb 1   ]   
            [1.0001   colour rgbf 1   ] 
       }      



  1. declare Clouds_Colormap_Type2 = colour_map
      {
            [0   colour Tan   ] 
         //   [0   colour rgb <1,0.5,0.25>   ]   
            [1.0001   colour rgbf 1   ] 
       }      
  1. declare Clouds_Colormap_Type3 = colour_map
      {
            [.1 colour Tan  ] 
         //   [0   colour rgb <0.5,0.5/2,0.5/2>   ]   
            [1.0001   colour rgbf 1   ] 
       }      
              


  1. declare funk1=function {

pigment {

      wrinkles turbulence 0.25 scale 0.05  

}

}

 #declare funk2=function {

pigment {

        granite turbulence 2 scale 0.5  
  

}

}


  1. declare funk3=function {

pigment {

   wrinkles turbulence 0.5 scale 0.02  
       

}

}

 #declare funk4=function {

pigment {

      bumps turbulence 2 scale 0.2

}

}



  1. declare Clouds_Pigment_Type1 = pigment
     {

   gradient y    

// granite

        //    octaves 16
     // scale 0.01
      
      scale 0.333         

// turbulence 0.15

 turbulence 0.25
      

//sine_wave scallop_wave

   pigment_map {
             

// [ 0.0 color rgbf <1,1,1,1> ]

       [ 0.0   // bumps agate
               // wrinkles turbulence 0.25 scale 0.05
               function {funk1(x,y,z).gray}  
                colour_map {Clouds_Colormap_Type2} ]
        
      [ 1.0     
                function {funk2(x,y,z).gray}       
              // granite turbulence 2 scale 0.5  
               // agate 
                // wrinkles scale 0.05
               //  function { f_ridged_mf(x, y, z, 0.5, 4, 8, 3, 5, 1) } 
                colour_map {Clouds_Colormap_Type1} ]
      
      







     }
     
          
      //    turbulence 0.5
        //    turbulence 1.0 
 }



  1. declare Clouds_Texture_Type1 = texture {
       pigment {
       
       Clouds_Pigment_Type1
       
   

// scale 0.2

// scale <1, 2/3, 1>

  //      turbulence 1
       } 
  
       
     //  turbulence 1  
           scale 1
     }


  
 #declare Clouds_Pigment_Type2  =  pigment
     {

   gradient y    

// granite

        //    octaves 16
     // scale 0.01
      
      scale 0.333         

// turbulence 0.15

 turbulence 0.3
      

sine_wave

     pigment_map {
             

// [ 0.0 color rgbf <1,1,1,1> ]

       [ 0.0       function {funk3(x,y,z).gray}  
              //  wrinkles turbulence 0.5 scale 0.02  
                colour_map {Clouds_Colormap_Type2} ]
        
      [ 1.0         function {funk4(x,y,z).gray}  
               // bumps turbulence 2 scale 0.2
 
                colour_map {Clouds_Colormap_Type1} ]
      
      


     }
     
   
 }



  1. declare Clouds_Texture_Type2 = texture {
       pigment {
       
       Clouds_Pigment_Type2
       
   
       } 
  
normal {
   gradient y    
      
      scale 0.333         

// turbulence 0.15

 turbulence 0.3
      

sine_wave

normal_map 

{ [0 function {funk3(x,y,z).gray} bump_size .2] [1 function {funk4(x,y,z).gray} bump_size .2 ] } }

           scale 2
     }


  1. declare Planeta= sphere {
  0, 1 
  texture { 
  pigment {   
  
  /*
     gradient y  
     
     pigment_map {
      [ 0.0  Planeta_Pigment ]      
      } // pigmap
    */
    
          gradient y   
          
          sine_wave
     
     pigment_map {   
      //    [ 0.0 color rgb 1 ]
       //      [ 0.05 color rgb 1 ]
         [ 0.0 Planeta_Pigment ]
         
    //     [ 0.9 Planeta_Pigment ]
      //    [ 0.95 color rgb 1 ]         
      //   [ 1.0 color rgbt 1 ] 
  
      } // pigmap
     //  translate y*1   
     }  // pig ...   
       
       scale 2   
       translate 1
      finish { ambient 0.000002 diffuse 1.0 }
    }      // texture
 

} // sphere


  1. declare Clouds= sphere {
  0, 1.002
     
    texture {Clouds_Texture_Type2}      
//  texture {Clouds_Texture_Type1}   


      finish { ambient 0.000002 diffuse 0.999 }  

}


// rayleigh based atm
  1. declare atm_thickness1 = 0.05;
  2. declare atm_color1 = rgb <pow(460/650, 4), pow(460/555, 4), 1>;
  3. declare atm_amount1=0.0001;


  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 Heijastus =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 }

camera {Kamera} light_source {Valo}

  1. declare Nakyva_Planeetta= union {
     object {Planeta}   
     object {Clouds }  
  1. if (Ilmat_Mukaan)
object {  atmos1  }

//object {Heijastus}


  1. end

}

object {

object {Nakyva_Planeetta}  
     rotate x*25     
      rotate y*35         
    scale Planeta_Radius

}


Older code:

// // Hycean planet // // 5-10 mearth, hydrogen+ocean+stony-iron nucleus

//

// pov-ray 3.7 source code // // 13.9.2023 v 0000.0000 //

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

global_settings {

 #if (version < 3.7)
   assumed_gamma 1.0
 #end

}


default { finish { ambient 0.000002 diffuse 0.7 } }

// atmospheric effect on ...

  1. declare Ilmat_Mukaan = 1; // 1 atmosph
  1. declare Planeta_Radius=16000;


  1. declare Kamera= camera {
   direction   y
 sky         y
 up          y
 right       (image_width/image_height)*x
 look_at     <0,0,0>
 angle       28

//orthographic

location <0,0,-100000>

}

  1. declare Valo= light_source {

150000000*<-2/2, 2/2, -1>

rgb 1.0 // kirkkaus 1, 2 ...

}




  1. declare Colormap_Oceanworld_2 = color_map
        {
            [.76   color rgb <30, 45, 160>/(255*3)   ]     
            [.77   colour rgb <230, 200, 180>/(255)   ] 
            [.79   colour rgb <150, 120, 130>/(255)   ] 
         }


  1. declare Colormap_Oceanworld_3bad = color_map
        {
            [.1   color rgb <30, 45, 160>/(255*3)   ]     
            [.2   colour rgb <230, 200, 180>/(255)   ] 
            [.3   colour rgb <150, 120, 130>/(255)   ] 
         }
 

   
  
  1. declare Planeta_Pigment = pigment
     {
  
    granite     
  //    agate
    scale 0.5
  //    function{ f_ridged_mf(x, y, z, 0.65, 3.1, 8 ,2, 3, 2) }    
      
       color_map {Colormap_Oceanworld_2}


    turbulence .5
     }      //pikmentti! 
  

  1. declare cmap3= color_map {

[0 rgb DarkBrown]

[0.1 rgb  Brown]   
[1 rgb  Tan]   

}


  1. declare Clouds_Colormap_Type1 = colour_map
      {
            [.3   colour rgbf 1   ] 
            [.7   colour rgb 1   ]   
            [1.0001   colour rgbf 1   ] 
       }      



  1. declare Clouds_Colormap_Type2 = colour_map
      {
            [0   colour Tan   ] 
         //   [0   colour rgb <1,0.5,0.25>   ]   
            [1.0001   colour rgbf 1   ] 
       }      
  1. declare Clouds_Colormap_Type3 = colour_map
      {
            [.1 colour Tan  ] 
         //   [0   colour rgb <0.5,0.5/2,0.5/2>   ]   
            [1.0001   colour rgbf 1   ] 
       }      
  1. declare Clouds_Pigment_Type1 = pigment
     {

   gradient y    

// granite

        //    octaves 16
     // scale 0.01
      
      scale 0.333         

// turbulence 0.15

 turbulence 0.25
      

//sine_wave scallop_wave

   pigment_map {
             

// [ 0.0 color rgbf <1,1,1,1> ]

       [ 0.0   // bumps agate
                wrinkles turbulence 0.25 scale 0.05  
                colour_map {Clouds_Colormap_Type2} ]
        
      [ 1.0   
               granite turbulence 2 scale 0.5  
               // agate 
                // wrinkles scale 0.05
               //  function { f_ridged_mf(x, y, z, 0.5, 4, 8, 3, 5, 1) } 
                colour_map {Clouds_Colormap_Type1} ]
      
      







     }
     
          
      //    turbulence 0.5
        //    turbulence 1.0 
 }



  1. declare Clouds_Texture_Type1 = texture {
       pigment {
       
       Clouds_Pigment_Type1
       
   

// scale 0.2

// scale <1, 2/3, 1>

  //      turbulence 1
       } 
  
       
     //  turbulence 1  
           scale 1
     }


  
 #declare Clouds_Pigment_Type2  =  pigment
     {

   gradient y    

// granite

        //    octaves 16
     // scale 0.01
      
      scale 0.333         

// turbulence 0.15

 turbulence 0.3
      

sine_wave

     pigment_map {
             

// [ 0.0 color rgbf <1,1,1,1> ]

       [ 0.0   
                wrinkles turbulence 0.5 scale 0.02  
                colour_map {Clouds_Colormap_Type2} ]
        
      [ 1.0   
                bumps turbulence 2 scale 0.2
 
                colour_map {Clouds_Colormap_Type1} ]
      
      


     }
     
   
 }



  1. declare Clouds_Texture_Type2 = texture {
       pigment {
       
       Clouds_Pigment_Type2
       
   
       } 
  
       
           scale 2
     }


  1. declare Planeta= sphere {
  0, 1 
  texture { 
  pigment {   
  
  /*
     gradient y  
     
     pigment_map {
      [ 0.0  Planeta_Pigment ]      
      } // pigmap
    */
    
          gradient y   
          
          sine_wave
     
     pigment_map {   
      //    [ 0.0 color rgb 1 ]
       //      [ 0.05 color rgb 1 ]
         [ 0.0 Planeta_Pigment ]
         
    //     [ 0.9 Planeta_Pigment ]
      //    [ 0.95 color rgb 1 ]         
      //   [ 1.0 color rgbt 1 ] 
  
      } // pigmap
     //  translate y*1   
     }  // pig ...   
       
       scale 2   
       translate 1
      finish { ambient 0.000002 diffuse 1.0 }
    }      // texture
 

} // sphere


  1. declare Clouds= sphere {
  0, 1.002
     
    texture {Clouds_Texture_Type2}      
//  texture {Clouds_Texture_Type1}   


      finish { ambient 0.000002 diffuse 0.999 }  

}


// rayleigh based atm
  1. declare atm_thickness1 = 0.05;
  2. declare atm_color1 = rgb <pow(460/650, 4), pow(460/555, 4), 1>;
  3. declare atm_amount1=0.0001;


  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 Heijastus =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 }

camera {Kamera} light_source {Valo}

  1. declare Nakyva_Planeetta= union {
     object {Planeta}   
     object {Clouds }  
  1. if (Ilmat_Mukaan)
object {  atmos1  }

object {Heijastus}


  1. end

}

object {

object {Nakyva_Planeetta}  
     rotate x*25     
      rotate y*35         
    scale Planeta_Radius

}

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

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Date/TimeThumbnailDimensionsUserComment
current17:28, 13 September 2023Thumbnail for version as of 17:28, 13 September 20231,600 × 1,200 (1.04 MB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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