File:Oceanplanet with ice cap 1.png
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Summary
[edit]DescriptionOceanplanet with ice cap 1.png |
English: Oceanplanet with ice cap. |
Date | |
Source | Own work |
Author | Merikanto |
This image is made with POV-Ray 3.7.0, Pinta and vic2d fluid simulation utility.
Output of vic2d is adjusted wit pinta, auto level.
http://markjstock.org/vic2d/ https://github.com/markstock/vic2d
//
// ocean planet w/ clouds imagemap
//
// POV-Ray 3.7.0 script
//
// clouds image layer made with vic2d
//
// https://github.com/markstock/vic2d
// http://markjstock.org/vic2d/
//
// .\vic2d -x 2048 -y 1024 -randvortscale 100.0 -vd 1.e-5 -vprint -dt 0.1 -every 10 -step 100
//
// selected first output image vort_000010.png
//
// adjusted with Pinta automatic level --> vort2.png
//
// you can also try adjust curves!
- include "functions.inc"
global_settings {
#if (version < 3.9)
assumed_gamma 1.0
#end
}
//default { finish { ambient 0.000002 diffuse 0.7 } }
- declare Ilmat_Mukaan = 1; // 1 ilmakehä¤n efektit mukana!
- declare Planeta_Radius=7000;
- declare Kamera= camera {
direction y
sky y
up y
// right (image_width/image_height)*x
look_at <0,0,0>
angle 45
//orthographic
location <0,0,-30000>
// location <0,0,-40000>
}
- declare Valo= light_source {
150000000*<0, 0, -1>
rgb 1.5 // korkkaus 1, 2 ...
}
// Ilmakehà atmos v0000
- declare Media =
media {
emission 0.0004 // 0.05 original
intervals 1 // 1
samples 5
method 3 // method 3
density {
spherical
// ramp_wave
// turbulence 0.05
color_map {
[0.0 color rgb <0, 0, 0>]
[0.1 color rgb <0, 0, .5>] //0.1
[1.0 color rgb <0, 0, 1>]
}
}
}
- declare Reunatummennus =
sphere
{
0, 1.1
hollow
material
{
// texture {pigment {color <1,0,0> } }// koe
texture
{
pigment
{
color rgbt 1
}
}
interior
{
media
{
// scattering { 1, <0.3, 0.3, 1>/500 }
scattering { 1, <0.1, 0.1, 0.5>/1000}
method 3
density
{
spherical
density_map
{
[0 rgb <0.25, 0.5, 1>]
[0.0001 rgb <0.25, 0.5, 1>]
[0.0001 rgb <0.9, 1, 1>]
[1 rgb <0.9, 1, 1>]
}
}
}
}
}
}
- declare Ilimakeha =
sphere
{
0, 1.15
hollow
material
{
texture
{
pigment
{
rgbt <0,0,0,1>
}
finish {
ambient 0 reflection 0 specular 0
ior 1.0
diffuse 0.25
}
}
interior
{
media
{
scattering { 1, <0.3, 0.3, 1>/50 }
method 3
density
{
density_map
{
[0 rgbt <0.0, 0.0, 0.25,1>]
[0.1 rgbt <0.0, 0.0, 0.75,0.5>]
[1 rgbt <0, 0, 1,0>]
}
}
}
}
}
}
// ilmakehän heijastuskoe
- 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
}
// varo BAD nok
- declare Hehku_kokoympyra=sphere {< 0, 0, 0>, 1
pigment { color rgbf <1, 1, 1, 1> }
finish { ambient 0 diffuse 0 }
interior {
media { Media }
}
scale 1.07
hollow
// rotate y*90
}
// Varo BAD NOK
#declare Hehku_osaympyra= object {
difference {
sphere { < 0, 0, 0>, 1
pigment { color rgbf <1, 1, 1, 1> }
finish { ambient 0 diffuse 0 }
interior {
media { Media }
}
scale 1.04
hollow
}
// box { <0,-1,-1>, <1,1,1> }
cylinder {<-0,0,0>,<1,0,0>,1}
}
}
#declare Reunatummennus =
sphere
{
0, 1.005
hollow
material
{
// texture {pigment {color <1,0,0> } }// koe
texture
{
pigment
{
color rgbt 1
}
}
interior
{
media
{
// intervals 1 // number of intervals used for sampling [10]
// samples 5,5 // 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
scattering { // scattering media
3, // 4 scattering type 1=isotropic; 2=Mie haze; 3=Mie murky
// 4=Rayleigh; 5=Henyey-Greenstein
// rgb<.5,.8,1>*1 // color
<0.3, 0.3, 1>/500
//eccentricity 0.25 // eccentricity for type 5 [0.0]
//extinction 1.0 // for balancing amount of absorption [1.0]
}
*/
// intervals 4
//samples 1,1 // 5,5
scattering { 1, <0.3, 0.3, 1>/500 }
method 3
density
{
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>]
}
}
}
}
}
}
// .... Ilmakehä atmos v0000
- declare Colormap_Oceanworld_2 = color_map
{
[.99 color rgb <30, 45, 160>/(255*3) ]
[.99 colour rgb <230, 200, 180>/(255) ]
[.995 colour rgb <150, 120, 130>/(255) ]
}
- declare Planeta_Pigment = pigment
{
granite
// function{ f_ridged_mf(x, y, z, 0.65, 3.1, 8 ,2, 3, 2) }
// bozo
scale 1
color_map {Colormap_Oceanworld_2}
turbulence 0
scale 0.5
// scale 10
} //pikmentti!
- declare Clouds_Colormap_Type1 = colour_map
{
[.3 colour rgbf 1 ]
[.7 colour rgb 1 ]
[1.0001 colour rgbf 1 ]
}
- declare Clouds_Pigment_Type1 = pigment
{
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
}
- declare Clouds_Texture_Type1 = texture {
pigment {Clouds_Pigment_Type1
scale <1, 0.15, 1>
turbulence 1
}
// turbulence 1
scale 1000
}
- declare Clouds_Texture_Type2 = texture {
pigment {
//Clouds_Pigment_Type1
image_map {
// gif "vortex1.gif"
png "vortex2.png"
// filter all 0
transmit all 0.75
// filter 0, 0.5 // Make color 0 50% filtered transparent
}
// translate x*0.5
// translate y*0.5
// scale <1,0.9, 1>
turbulence 0.1
}
finish {
// ambient 1
// reflection 1
}
// turbulence 1
translate 0.5
scale 3
}
- declare Planeta= sphere {
0, 1
texture {
pigment {
/*
gradient y
pigment_map {
[ 0.0 Planeta_Pigment ]
} // pigmap
*/
gradient y
pigment_map {
// ice cap
[ 0.0 color rgb 1 ]
[ 0.10 color rgb 1 ]
[ 0.11 Planeta_Pigment ]
[ 0.9 Planeta_Pigment ]
[ 0.8 color rgb 1 ]
[ 1.0 color rgb 1 ]
}
turbulence 0.01
// pigmap
// translate y*1
} // pig ...
scale 2
translate 1
finish { ambient 0.000002 diffuse 1.0 }
} // texture
} // sphere
- declare Clouds= sphere {
0, 1.002
texture {Clouds_Texture_Type2}
finish { ambient 0.000002 diffuse 0.999 }
}
camera {Kamera}
light_source {Valo}
- declare Nakyva_Planeetta= union {
object {Planeta}
object {Clouds }
- if (Ilmat_Mukaan)
object {Reunatummennus}
object {Ilimakeha}
// object {Heijastus}
- end
// object {Hehku_osaympyra} // bad NOK
}
object {
object {Nakyva_Planeetta}
rotate x*25
rotate y*35
scale Planeta_Radius
}
Licensing
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- 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 | 08:35, 1 April 2022 | 2,400 × 1,800 (967 KB) | Merikanto (talk | contribs) | Uploaded own work with UploadWizard |
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File change date and time | 05:27, 1 April 2022 |
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