File:Mostly land landsea and mostly sea planet 1 r 1.png

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Mostly land landsea and mostly sea planet

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Description
English: Mostly land landsea and mostly sea planet
Date
Source Own work
Author Merikanto

POV-Ray 3.7 src

// // land, earthlike and mostly sea planet // pov-ray 3.7 source code // 12.04.2023 v 0000.0000 //

  1. include "colors.inc"
  2. include "textures.inc"
  3. include "shapes.inc"
  4. include "functions.inc"
 global_settings {
  assumed_gamma 1.5
  noise_generator 2

}

camera {

 location <0,0, -30>
 look_at <0,0,0> 

angle 8 }

light_source {

   <100,0,-100>*1000*1000*100 
   color rgb <1,1,1>

}




  1. declare normal_function= function {

//f_granite (f_wrinkles(x*10,y*10,z*10),y,z)/10*exp(f_agate (x*3,y*3,z*3)/3) )/1 + f_granite (x*3,y*3,z*3)/2

//exp (f_wrinkles(f_granite(x,y,z)*3,y*3,z*3)/2) *f_wrinkles(f_noise3d(x*2,y*2,z*2)*5,y*5,z*5)/4


//+exp( f_granite(x*10,y*10,z*10)/3 )/4 //+exp( f_agate(x*30,y*30,z*30)/3 )/4


//exp(f_granite( f_wrinkles(x,y,z),f_wrinkles(x,y,z),f_wrinkles(x,y,z) )/3)/2+exp(f_granite(x,y,z)/3) /16 +f_granite(x*10,y*10,z*10) /32


//f_crackle(x*f_agate(x*3,y*3,z*3),y*f_granite(x*3,y*3,z*3),z*f_wrinkles(x*3,y*3,z*3))/4

//+ exp( f_wrinkles(x*10,y*10,z*10)/8)/4

//+ f_crackle(f_granite(x*10,y*10,z*10),y*10,z*10)/16 + f_agate(x*30,y*30,z*30)/32 //+ f_crackle(x*f_granite(x*4,y*4,z*4),y*f_granite(x*5,y*5,z*5),z*f_granite(x*6,y*6,z*6))/64 //+ exp(f_granite(x*30,y*30,z*30)/64) + exp( f_wrinkles(x*200,y*200,z*200)/128 )

f_wrinkles(x,y,z)

}


  1. declare lava1= color_map{

[0.000 color rgb <0,0,0>]

       [0.3 color rgb <.3,.3,.3>]
       [0.7 color rgb <1,0,0*1.5>]

[1.000 color rgb <1,1/2,0>*5] }


#declare lava2=  color_map{ 

[0.000 color rgb <1,1/2,0>*5]

      [0.3 color rgb <1,0,0*1.5>]
       [0.7 color rgb <.3,.3,.3>]
       [1.000 color rgb <0,0,0>]  

}

   // lots of sea  w/wrinkles
#declare seaplanet1=  color_map{ 

[0.00 color rgb <1,0.7,0.4>*0.8]

        [0.1 color rgb <0,0.5,0.0>*0.4]  
       [0.40 color rgb <0,0,0.1>]  	 

}

// lots of land w/wrinkles

 #declare landplanet1=  color_map{ 
       [0.00 color rgb <0,0,0.1>]  

[0.4 color rgb <0,0,0.1>]

[0.425 color rgb <1,0.7,0.4>/2]
  [0.5 color rgb <1,0.7,0.4>*0.8]  
   	   [1 color rgb <1,0.7,0.4>*0.8]

}


// lots of land w/wrinkles

 #declare landseaplanet1=  color_map{ 
       [0.00 color rgb <0,0,0.1>]  

[0.6 color rgb <0,0,0.1>]

[0.625 color rgb <1,0.7,0.4>/10]
  [0.65 color rgb <0,0.5,0.0>*0.2]   

[0.8 color rgb <1,0.7,0.4>*0.6]

   	   [1 color rgb <1,0.7,0.4>*0.6]

}


  1. declare landplanet1=sphere { <0, 0, 0>, 1

// rotate <0,0,180> pigment{

// color rgb <1,0.7,0.4>*0.8 function {normal_function(x,y,z) }

// color_map {seaplanet1}

  color_map {landplanet1}

// turbulence 0.1 scale 1

   }

normal { //granite

 function {normal_function(x,y,z)}

-1 //turbulence 0.2 scale 2 }

finish {

ambient 0.1 }

}

#declare seaplanet1=sphere { <0, 0, 0>, 1 

// rotate <0,0,180> pigment{

// color rgb <1,0.7,0.4>*0.8 function {normal_function(x,y,z) }

color_map {seaplanet1}

// color_map {landplanet1}

// turbulence 0.1 scale 1

   }

normal { //granite

 function {normal_function(x,y,z)}

-1 //turbulence 0.2 scale 2 }

finish {

ambient 0.1 }

}


#declare landseaplanet1=sphere { <0, 0, 0>, 1 

// rotate <0,0,180> pigment{

// color rgb <1,0.7,0.4>*0.8 function {normal_function(x,y,z) }

color_map {landseaplanet1}

// color_map {landplanet1}

// turbulence 0.1 scale 1

   }

normal { //granite

 function {normal_function(x,y,z)}

-1 //turbulence 0.2 scale 2 }

finish {

ambient 0.1 }

}


  1. declare haze1= sphere {
0,1

pigment { wrinkles turbulence 0.5

 scale 1

color_map {

  [0 color rgbt 1]
[1 color rgbt <1,0.6,0.2,0.5>]

}

}

scale 1.01 }


  1. declare clouds1= sphere {
0,1

pigment { //granite

 wrinkles

turbulence 1

 scale 1/4

color_map {

  [0 color rgbt 1] 
[0.3 color rgbt 1]
[1 color rgb 1]

}

}

scale 1.02 }


  1. declare clouds2= sphere {
0,1

pigment { //granite

 wrinkles

turbulence 1

 scale 1/4

color_map {

  [0 color rgbt 1] 
[0.55 color rgbt 1]
[1 color rgb 1]

}

}

scale 1.01 }

  1. declare atm1=sphere {0,1
  pigment { rgbt 1 } hollow
  interior
  { media
    { scattering { 1, 10*<1,1,1> extinction 0.0 }
      samples 10,20  
     
     density {  
// crackle   

wrinkles // granite turbulence 1 scale 0.01 //agate

// granite   

//spherical

  color_map {
       [0, color rgb <1,1,1>]
       [0.7, color rgbt 1] 
       [1, color rgbt 1]
       }
       }
    }
  }

scale 1.04 }


  1. declare atm2=sphere {0,1
  pigment { rgbt 1 } hollow
  interior
  { media
    { scattering { 4, 40*<1/3,1/3,1> extinction 0.1 }
      samples 10,20  
     
     density {
  

spherical

  color_map {
       [0, color rgb 0]
       [0.1, color rgb 0.3] 
       [1, color rgb 1]
       }
       }
    }
  }

scale 1.04 }

  1. declare planet1 = union {

object {landplanet1} object { haze1} //object { clouds1} object { clouds2}

//object {atm1} object {atm2}

}

  1. declare planet2 = union {

object {seaplanet1} //object { haze1} object { clouds1 rotate <200,400,600>} //object { clouds2} //object {atm1} object {atm2}

} 


  1. declare planet3 = union {

object {landseaplanet1} //object { haze1} object { clouds1} //object { clouds2} //object {atm1} object {atm2}

} 

object {planet2 scale 0.5 translate x*1.3 }

object {planet1 scale 0.5 translate x*-1.3 }


object {planet3 scale 0.5 translate x*0 }

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I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
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Under the following conditions:
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Date/TimeThumbnailDimensionsUserComment
current10:41, 12 April 2023Thumbnail for version as of 10:41, 12 April 20231,600 × 1,200 (515 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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