File:Terraplan3.png

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Original file(3,600 × 2,700 pixels, file size: 2.89 MB, MIME type: image/png)

Captions

Captions

Terrestric planet

Summary[edit]

Description
English: Terrestric planet
Date
Source Own work
Author Merikanto

POV-RAY 3.8 source code

// POV-Ray 3.8 source code of terrestrial planet // 27.9. 2022 v 0000.0002

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


global_settings {

   assumed_gamma 1.0

}


default { finish { ambient 0.000002 diffuse 0.7 } }


camera { location <0,0,-2.5> }

light_source { 150000000*<-1, 1, -1> rgb 1 }



  1. declare Earth_Radius=1;


  1. declare Media_Intensity=0.15*100;

//#declare Media_Emission=0.065*10;

  1. declare Media_Eccentricity=0.56;
  2. declare Atmosphere_Top=0.02;

//#declare Cloud_Brightness=0.42; //#declare Light_Intensity=4.1;

  1. declare atm_samples= 20;





  1. declare sea1= texture {
       pigment { colour rgb <30, 45, 160>/(255*3) }    

}


  1. declare land1= texture {
   pigment
    {
             
 //  granite   
   wrinkles


           colour_map   
       
       {  
               // vegeta 100,100,120


                    [0.45   colour rgb <100,100,120 >/(255) ]  
                  [.7   colour rgb <150, 120, 130>/(255)   ]   
                   [1.00   colour rgb <230, 200, 180>/(255)/10  ] 
       }


      sine_wave
      
    turbulence 0.1
 //   scale 2.2
    }



 normal {
  agate 
//  granite 
  scale 0.1   
  // wrinkles
    //   sine_wave
      
       bump_size -0.1
       
       turbulence 0.1 
      
 }

}



  1. declare planet1= sphere
 {
 0, 1
 texture {
 
 wrinkles
 
 texture_map {
 [0 sea1]
   [0.4 sea1]
   
   [0.4 land1]
   [1.0 land1]
     
 }
 
 }

}




 #declare Clouds0 = pigment {
     bozo
     turbulence 1
     color_map {
       [0.0 color White filter 1]
       [0.5 color White filter 1]
       [1.0 color White filter 1]
     }
   }     
    
     #declare Clouds1 = pigment {
     bozo
     turbulence 1
     color_map {
       [0.0 color White filter 1]
       [0.5 color White*1.5 ]
       [1.0 color White filter 1]
     }
   }           
   
   // ok
 #declare Clouds2 = texture { pigment {
   //bumps
   wrinkles
   // crackle
  //  scale 0.1
    
   turbulence 6   
        omega 1
   lambda 0
   octaves 20
//   color_map {
     //   scale 1000
   color_map {
     
     [0.0 color White filter 1]
     [0.2 color White filter 1]
     [1.0 color White filter 0]
     
     
     }
   }      
   
   normal {
        wrinkles
   // crackle
  //  scale 0.1
    
   turbulence 6   
        omega 1
   lambda 0
   octaves 20
   }
   
   }
   
   
    
   // meybe nok
 #declare Clouds3 = pigment {
   //marble
   dents
   turbulence 6
   //lambda 1
   //omega 1     
   
   color_map {
          [0.0 color White*1.5 filter 0]
     [0.2 color White filter 1 ]
      [0.8 color White filter 1 ]
     [1.0 color White*1.4 filter 0]
     
   }
 }
// ok
 #declare Clouds4 = texture { pigment {
   granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
   color_map {
   
   //  [0.0 color White filter 1]
   //  [0.5 color White]
   //  [1.0 color White filter 1]
          [0.0 color White filter 1]
    [0.25 color White filter 1 ]   
  
     [1.0 color White*1.5]
   }
 }
 
  normal {
  granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
  
  }
 
 }
   
  
  
 #declare CloudArea = texture {
     gradient y  
    //   onion
//     sine_wave

turbulence 0.25  
   // turbulence 0.2
     
    texture_map {  
        
     //   [0.00 Clouds0 scale 1]
       
       
           
     // clouds4 ok
       [0.00 Clouds2 scale 1]
       [0.2 Clouds4]
       [0.50 Clouds2 ]
       [0.8 Clouds4]
       [1.00 Clouds2 scale 1]
         
        


     }
  
 
 


 } 
  
  
  
  
  
  1. declare clouds1= sphere
  {
   0, 1
  

   texture {
   
   CloudArea
   
   }
  
       scale 1.004
  }    
  
  
 
 
 


 #declare Density1= 	density{ 

spherical ramp_wave


#declare mm = 0.0; #declare nn = 1.0;

#declare deltamm=0.01;

           #declare pp= 1.0;
           
           #declare rr=1.00; 
           
  
            color_map {
           #while(mm <= 1.0)
       


           #declare  rr=nn/2  ; 
           
            
           #declare ex2=exp(-(nn-0.2)*10)*7;
            
           #declare rr=ex2;
           
             
           #declare cc=<rr,rr,rr*1.8>;   
   
   
           #declare qq=mm*Atmosphere_Top;
             
           [qq rgb cc]
           #declare mm=mm+deltamm;  
           #declare nn=nn-deltamm;
     
    
   
           #end        
           
           }


} // en



// Atmosphere 2: density function   


  1. declare Density2=density { function
    {


    exp(-6.7*(sqrt(x*x+y*y+z*z) -1.00001)/0.05 )/1000 
    
    }   
    }
 
 
 
  1. declare Mat_Atm =
 material {
   texture {
     pigment {
       color rgbt <1.0, 1.0, 1.0, 1.0>
     }
   }
   interior {
     media {
       method 3
         
          scattering { 5 color rgb  <0.2, 0.4, 1>*Media_Intensity*0.7/2 eccentricity Media_Eccentricity }
 
          emission  <0.2, 0.4, 1>*0.5/100
          
       //    scattering { 5 color rgb  <0.2, 0.4, 1>*Media_Intensity*10 eccentricity Media_Eccentricity }
 
      //    emission  <0.2, 0.4, 1>/50000
          
       // samples 20,20
         samples atm_samples  // increase = more precise
 //intervals 1
       
       density { 
         Density1
       
       //  Density2
       }
     }
   }
 }
          
          
          
  1. declare atmos1=difference {
 sphere {
   <0,0,0>, 1
 }
 sphere { 
   <0,0,0>, 1
   scale (Earth_Radius+0.001)/(Earth_Radius+Atmosphere_Top)
 }
 material { Mat_Atm }
 scale Earth_Radius+Atmosphere_Top
 hollow on

}


  1. declare atmos2=difference {
 sphere {
   <0,0,0>, 1
 }
 sphere { 
   <0,0,0>, 1
   scale (Earth_Radius+0.001)/(Earth_Radius+Atmosphere_Top)
 }
 material { Mat_Atm }
 scale Earth_Radius+Atmosphere_Top
 hollow on

}








  1. declare planetx1= union {
 object {planet1}
 object {clouds1} 

 object {atmos1}
}     


object {

planetx1

rotate <20,30,40>

}








Old Povray 3.7 source code

// POV-Ray 3.7 souce code of terrestrial planet, quite simple approach.

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


global_settings {

   assumed_gamma 1.0

}


default { finish { ambient 0.000002 diffuse 0.7 } }


camera { location <0,0,-17000> }

light_source { 150000000*<-1, 1, -1> rgb 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>]
          }
        }
                
         
      }
    }
  
  }   

}








    sphere
 {
 0, 7000
 pigment
    {
  //  bozo                
      
   wrinkles
   //   granite
    //  turbulence 1
      scale 0.5
  
  // granite      
           colour_map   
       
       {  
               // kasvit 100,100,120
          // sine_wave
       /*
          [.5   colour rgb <30, 45, 160>/(255*3)   ]     
            [.55   colour rgb <230, 200, 180>/(255)   ] 
                  [.8   colour rgb <150, 120, 130>/(255)   ] 
      
       */
       
                  [0.4   colour rgb <30, 45, 160>/(255*3)   ]     
                    [0.45   colour rgb <100,100,120 >/(255) ]  
                  [.7   colour rgb <150, 120, 130>/(255)   ]   
                   [1.00   colour rgb <230, 200, 180>/(255)/10  ] 
       }
   //scallop_wave
   
      sine_wave
      
   /*
    colour_map
       {
 
            [.3   colour rgb <230, 200, 180>/(255)   ] 
                  [.7   colour rgb <150, 120, 130>/(255)   ] 
      
       }
     */
   /*
    colour_map
       {
       [.5   colour rgb <30, 45, 160>/(255*3)   ]     
       [.5 colour rgb <200,170,190>/(256*4)  ] 
             [1.00 colour rgb <200,170,190>/(256*8)  ] 
       }
     */
    turbulence 0.1
    scale 15000  // 20000 huva
   // translate 100*x
    }

}


/* //planet


sphere

  {
  0, 7000
  pigment
     {
   //  bozo                  // kasvit 100,100,120
   // granite
    
        
  
  //  crackle
  ////  scale 1 
      function {
      // f_snoise3d(x,y,z)
   
      
       f_granite(x,y,z)
       
      // + f_granite(x*5,y*5,z*5)+ f_granite(x*12,y*12,z*12)
        }                                                                           
      
    //  scale 0.1 
 //    rotate <10,20,30>
      
            sine_wave
      
            colour_map
        {            
    
        
        //   [.5   colour rgb <30, 45, 160>/(255*3)   ]     
         //    [.55   colour rgb <230, 200, 180>/(255)   ] 
         //          [.8   colour rgb <150, 120, 130>/(255)   ] 
       
        
                    // sea
                   [0.33   colour rgb <30, 45, 160>/(255*3)   ]     
                   
                   // plants
                   [ 0.55   colour rgb <100,100,120>/(255*3)/2  ]
                   
                   [.55   colour rgb <150, 120, 130>/(255)/2   ]   
                    [.9   colour rgb <230, 200, 180>/(255)/2   ] 
                    [.9999   colour rgb <230, 200, 180>/(255)/1.5   ] 
        }

    
    
   //  colour_map
   //     {
   //
   //          [.3   colour rgb <230, 200, 180>/(255)   ] 
   //                [.7   colour rgb <150, 120, 130>/(255)   ] 
   //    
    //    }
     
   //  colour_map
    //    {
    //    [.5   colour rgb <30, 45, 160>/(255*3)   ]     
    //    [.5 colour rgb <200,170,190>/(256*4)  ] 
    //          [1.00 colour rgb <200,170,190>/(256*8)  ] 
   //     }
      
     turbulence 0.1
     scale 15000  // 20000 huva
    // translate 100*x
     }

}

 */
 
 
 
  
  
        #declare Clouds0 = pigment {
     bozo
     turbulence 1
     color_map {
       [0.0 color White filter 1]
       [0.5 color White filter 1]
       [1.0 color White filter 1]
     }
   }     
    
     #declare Clouds1 = pigment {
     bozo
     turbulence 1
     color_map {
       [0.0 color White filter 1]
       [0.5 color White*1.5 ]
       [1.0 color White filter 1]
     }
   }           
   
   // ok
 #declare Clouds2 = pigment {
   //bumps
   wrinkles
   // crackle
  //  scale 0.1
    
   turbulence 6   
        omega 1
   lambda 0
   octaves 20
//   color_map {
     //   scale 1000
   color_map {
     
     [0.0 color White filter 1]
     [0.2 color White filter 1]
     [1.0 color White filter 0]
     
     
     }
   }       
   // meybe nok
 #declare Clouds3 = pigment {
   //marble
   dents
   turbulence 6
   //lambda 1
   //omega 1     
   
   color_map {
          [0.0 color White*1.5 filter 0]
     [0.2 color White filter 1 ]
      [0.8 color White filter 1 ]
     [1.0 color White*1.4 filter 0]
     
   }
 }
// ok
 #declare Clouds4 = pigment {
   granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
   color_map {
   
   //  [0.0 color White filter 1]
   //  [0.5 color White]
   //  [1.0 color White filter 1]
          [0.0 color White filter 1]
    [0.25 color White filter 1 ]   
  
     [1.0 color White*1.5]
   }
 }
   
  
  
 #declare CloudArea = texture {
   pigment {
     gradient y  
    //   onion
//     sine_wave
  
    turbulence 0.2
     //scale 0.2
      
   //  scale <10,10,10>
     
     pigment_map {  
        
     //   [0.00 Clouds0 scale 1]
       
       
           
     // clouds4 ok
       [0.00 Clouds2 scale 1]
       [0.2 Clouds4]
       [0.50 Clouds2 ]
       [0.8 Clouds4]
       [1.00 Clouds2 scale 1]
         
        
             /*
       [0.0 Clouds2 scale 1]
       [1/8 Clouds4 ]
       [2/8 Clouds2]
       [3/8 Clouds4 scale 1]
       [4/8 Clouds2]
       [5/8 Clouds4 ]
       [6/8 Clouds2]
       [7/8 Clouds4 ]
       [8/8 Clouds2]
           */
     
     }
   }
 
 
  finish { 
  //ambient 0.000002
   
  diffuse 0.9
 // phong 0.1
 // specular 0.4
  reflection 0.9
  
  }
 
 
 } 
  
  
  
  
  
 sphere
  {
  0, 7004
  

  
   texture {
   
   CloudArea
   
   scale 7004
   }
  
 
     
     
       
         rotate <30, 0, -45>
   
 
     
     
 
 
 
  }    
  
  
object {
Reunatummennus
scale 7000*0.912
}  


Old code

// POV-Ray 3.7 souce code of terrestrial planet, quite simple approach.

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


global_settings {

   assumed_gamma 1.0

}


default { finish { ambient 0.000002 diffuse 0.7 } }


camera { location <0,0,-17000> }

light_source { 150000000*<-1, 1, -1> rgb 1 }


    sphere
 {
 0, 7000
 pigment
    {
   // bozo                  // kasvit 100,100,120
   granite      
           colour_map
       {  
       /*
          [.5   colour rgb <30, 45, 160>/(255*3)   ]     
            [.55   colour rgb <230, 200, 180>/(255)   ] 
                  [.8   colour rgb <150, 120, 130>/(255)   ] 
      
       */
       
                  [0.4   colour rgb <30, 45, 160>/(255*3)   ]     
                    [0.5   colour rgb <100,100,120 >/(255*3) ]  
                  [.8   colour rgb <150, 120, 130>/(255)   ]   
                   [.9   colour rgb <230, 200, 180>/(255)   ] 
                   [.95   colour rgb <230, 200, 180>/(255)/5   ] 
       }


   /*
    colour_map
       {
 
            [.3   colour rgb <230, 200, 180>/(255)   ] 
                  [.7   colour rgb <150, 120, 130>/(255)   ] 
      
       }
     */
   /*
    colour_map
       {
       [.5   colour rgb <30, 45, 160>/(255*3)   ]     
       [.5 colour rgb <200,170,190>/(256*4)  ] 
             [1.00 colour rgb <200,170,190>/(256*8)  ] 
       }
     */
    turbulence 0.1
    scale 15000  // 20000 huva
   // translate 100*x
    }

}


/* //planet


sphere

  {
  0, 7000
  pigment
     {
   //  bozo                  // kasvit 100,100,120
   // granite
    
        
  
  //  crackle
  ////  scale 1 
      function {
      // f_snoise3d(x,y,z)
   
      
       f_granite(x,y,z)
       
      // + f_granite(x*5,y*5,z*5)+ f_granite(x*12,y*12,z*12)
        }                                                                           
      
    //  scale 0.1 
 //    rotate <10,20,30>
      
            sine_wave
      
            colour_map
        {            
    
        
        //   [.5   colour rgb <30, 45, 160>/(255*3)   ]     
         //    [.55   colour rgb <230, 200, 180>/(255)   ] 
         //          [.8   colour rgb <150, 120, 130>/(255)   ] 
       
        
                    // sea
                   [0.33   colour rgb <30, 45, 160>/(255*3)   ]     
                   
                   // plants
                   [ 0.55   colour rgb <100,100,120>/(255*3)/2  ]
                   
                   [.55   colour rgb <150, 120, 130>/(255)/2   ]   
                    [.9   colour rgb <230, 200, 180>/(255)/2   ] 
                    [.9999   colour rgb <230, 200, 180>/(255)/1.5   ] 
        }

    
    
   //  colour_map
   //     {
   //
   //          [.3   colour rgb <230, 200, 180>/(255)   ] 
   //                [.7   colour rgb <150, 120, 130>/(255)   ] 
   //    
    //    }
     
   //  colour_map
    //    {
    //    [.5   colour rgb <30, 45, 160>/(255*3)   ]     
    //    [.5 colour rgb <200,170,190>/(256*4)  ] 
    //          [1.00 colour rgb <200,170,190>/(256*8)  ] 
   //     }
      
     turbulence 0.1
     scale 15000  // 20000 huva
    // translate 100*x
     }

}

 */
 
 
 
  
  
        #declare Clouds0 = pigment {
     bozo
     turbulence 1
     color_map {
       [0.0 color White filter 1]
       [0.5 color White filter 1]
       [1.0 color White filter 1]
     }
   }     
    
     #declare Clouds1 = pigment {
     bozo
     turbulence 1
     color_map {
       [0.0 color White filter 1]
       [0.5 color White*1.5 ]
       [1.0 color White filter 1]
     }
   }           
   
   // ok
 #declare Clouds2 = pigment {
   //bumps
   wrinkles
   // crackle
  //  scale 0.1
    
   turbulence 6   
        omega 1
   lambda 0
   octaves 20
//   color_map {
     //   scale 1000
   color_map {
     
     [0.0 color White filter 1]
     [0.2 color White filter 1]
     [1.0 color White filter 0]
     
     
     }
   }       
   // meybe nok
 #declare Clouds3 = pigment {
   //marble
   dents
   turbulence 6
   //lambda 1
   //omega 1     
   
   color_map {
          [0.0 color White*1.5 filter 0]
     [0.2 color White filter 1 ]
      [0.8 color White filter 1 ]
     [1.0 color White*1.4 filter 0]
     
   }
 }
// ok
 #declare Clouds4 = pigment {
   granite
   turbulence 0.1 
   omega 1.5
   lambda 0.5
   octaves 60
   color_map {
   
   //  [0.0 color White filter 1]
   //  [0.5 color White]
   //  [1.0 color White filter 1]
          [0.0 color White filter 1]
    [0.25 color White filter 1 ]   
  
     [1.0 color White*1.5]
   }
 }
   
  
  
 #declare CloudArea = texture {
   pigment {
     gradient y  
    //   onion
//     sine_wave
  
    turbulence 0.2
     //scale 0.2
      
   //  scale <10,10,10>
     
     pigment_map {  
     
     // clouds4 ok
       [0.00 Clouds4 scale 1]
       [0.2 Clouds2]
       [0.50 Clouds3 ]
       [0.8 Clouds2]
       [1.00 Clouds4 scale 1]
       
        
        /*
       [0.0 Clouds0 scale 1]
       [1/8 Clouds2 ]
       [2/8 Clouds0]
       [3/8 Clouds4 scale 1]
       [4/8 Clouds0]
       [5/8 Clouds4 ]
       [6/8 Clouds0]
       [7/8 Clouds2 ]
       [8/8 Clouds0]
          */
     
     }
   }
 
 
  finish { 
  //ambient 0.000002
   
  diffuse 0.9
 // phong 0.1
 // specular 0.4
  reflection 0.9
  
  }
 
 
 } 
  
  
  
  
  
 sphere
  {
  0, 7004
  

  
   texture {
   
   CloudArea
   
   scale 7004
   }
  
 
     
     
       
         rotate <30, 0, -45>
   
 
     
     
 
 
 
  }    
  
  
  

Licensing[edit]

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w:en:Creative Commons
attribution share alike
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File history

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Date/TimeThumbnailDimensionsUserComment
current07:07, 27 September 2022Thumbnail for version as of 07:07, 27 September 20223,600 × 2,700 (2.89 MB)Merikanto (talk | contribs)Update
14:08, 5 April 2022Thumbnail for version as of 14:08, 5 April 20222,400 × 1,800 (1.28 MB)Merikanto (talk | contribs)Update
13:40, 5 April 2022Thumbnail for version as of 13:40, 5 April 20222,400 × 1,800 (1.25 MB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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