File:Terraplan11.png

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Captions

Captions

Terrestric, habitable planet

Summary edit

Description
English: Terestric, habitabile planet, Earth analog or Earth twin
Date
Source Own work
Author Merikanto

POV-Ray 3.7 source code

// // Earth, Tellus or Terra - like planet // Earth analog or Earth twin // // POV-Ray 3.7 source code // // 18.4.2022 0000.0000

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

background { color 0 }

camera { // location <0, 0, -3>

 location <0, -3, -2> *0.7
 look_at <0, 0, 0>

}

light_source { <10, 0, -50>*1000*1000*1000 color White*2}


sky_sphere

  {
  pigment
     {
     bozo
     colour_map
        {
        [ 0.85 color rgb 0 ]
        [ 0.9 color rgb 1 ]
        }
     scale .0004
     }
  }


  1. declare f_crackle2 = function {pattern {crackle metric 2 form <-1,1,0>}}
  1. declare f_crackle3 = function{ pigment {crackle metric 2 form <-1,1,0>turbulence 0.5}

}


  1. declare landsea_rate_1=0.5;

//#declare landsea_tex1= agate;

  1. declare func_landsea_tex_1=function {

f_wrinkles(x,y,z)*(.56-0.004) + f_wrinkles(x*3,y*3,z*3)*0.3 + f_wrinkles(x*10,y*10,z*10)*0.1 + f_wrinkles(x*10,y*10,z*10)*0.03 + f_wrinkles(x*10,y*10,z*10)*0.01 + f_wrinkles(x*10,y*10,z*10)*0.003 + f_wrinkles(x*10,y*10,z*10)*0.001 // f_wrinkles(x,y,z)*1

}

  1. declare func_land1_height_1= function {
  abs(1+ exp( f_granite(x/3,y/3,z/3) *f_granite(x*3,y*3,z*3))*-f_crackle3(x,y,z).gray)    /3  

+f_granite(x*20,y*20,z*20)/100

+f_agate(x*20,y*20,z*20)/100

}

  1. declare func_sea1_height_1= function {
    abs(1+ exp( f_granite(x/3,y/3,z/3) *f_granite(x*3,y*3,z*3))*-f_crackle3(x,y,z).gray)    /3  

+f_granite(x*20,y*20,z*20)/100

+f_agate(x*20,y*20,z*20)/100

}



#declare  vegetation_map_1 =
color_map {
 [0.0 rgb <0.01, 0.08, 0.02>]
[0.15 rgb <0.01, 0.08, 0.02>]
 [0.26 rgb <0.09, 0.14, 0.04>]
 [0.5 rgb <0.32, 0.29, 0.15>]
[0.6 rgb <0.39, 0.34, 0.31>]
[1.0 rgb <0.39, 0.34, 0.31 >]

}

#declare land1= texture {

pigment {Green}

pigment { function {func_land1_height_1(x,y,z)}  color_map { vegetation_map_1  } } 
finish {ambient 0} 
normal { function {func_land1_height_1(x,y,z)} 3 }

}


  1. declare depth_map_1 = color_map {

[0 color rgb <0.2,0.2,0.7>] // [0.05 color rgb <0.5,0.5,1>*0.5]

[0.15 color rgb <0,0,0.5>]

[0.3 color rgb <0,0,1/3>]

[0 color rgb <0,0,1/6>] }

  1. declare sea1= texture {

pigment { function {func_sea1_height_1(x,y,z)}

color_map {depth_map_1  }

}

finish {ambient 0} 

// normal { function {func_sea1_height_1(x,y,z)} 3 }

}

//#declare land0= texture {pigment {color rgb Green } finish {ambient 0} } //#declare sea0= texture {pigment {color rgb Blue } finish {ambient 0} }

  1. declare plantex1= texture {
 function { func_landsea_tex_1(x,y,z)   }
   texture_map {
       [0 land1] 
      [landsea_rate_1 land1]
      [landsea_rate_1 sea1]
        [1 sea1]
   }

}

  1. declare carree1= union {

sphere{0,1}

//plane {z,0}

   texture {  plantex1 }  

}

#declare bigcloud1=pigment {

//wrinkles // crackle

 granite
 //   agate

// turbulence 1 //scale 0.05 //scale 0.1

scale 1/3
turbulence 0.5

scale 3

 turbulence 1

//sine_wave

 scallop_wave
   /*  
pigment_map { 
       [0 color rgbt <1,1,1,1>]
        [0.1 color rgbt <1,1,1,1>] 
         [1 color rgbt <1,1,1,0>]
       }
 */       
 pigment_map { 
       [0 color rgbt <1,1,1,0>*2]
        [0.95 color rgbt <1,1,1,1>] 
         [1 color rgbt <1,1,1,1>]
       }
 

}

#declare bigcloud2=pigment {
    granite
  //   agate

// turbulence 1 scale 0.2

scale 1/5
turbulence 0.5

scale 5

pigment_map { 
       [0 color rgbt <1,1,1,1>]
        [0.2 color rgbt <1,1,1,1>] 
         [1 color rgbt <1,1,1,0>*2]
       }

}


#declare bigcloud3=pigment {
   granite
  //   agate

// turbulence 1 //bozo

// leopard  

//spiral1 5

// spiral2 10
   // crackle
//  spotted               
  scale 0.3

scale 5 warp {turbulence 1} scale 1/5 //scale 0.2

//scale 1/5

// turbulence 1

// warp {repeat }
pigment_map { 
       [0 color rgbt <1,1,1,1>]
        [0.4 color rgbt <1,1,1,1>] 
    [0.8 color rgbt <1,1,1,0>*2] 
         [1 color rgbt <1,1,1,0>*2]
       }

}

  1. declare kloud1=sphere { <0, 0, 0>, 1.0

texture {

   pigment{   
   gradient y 
   scale 2  
   translate y*1

   scale 1/3
   turbulence 0.2
   scale 3
 //     turbulence 1
      pigment_map { 
      [0 color rgbt <1,1,1,1>]
     [0.02 bigcloud1] 
         [0.15 bigcloud1]
       [0.35 color rgbt <1,1,1,1>] 
             [0.45 color rgbt <1,1,1,1>] 
         [0.5 bigcloud3] 
           [0.55 color rgbt <1,1,1,1>]     
           [0.65 color rgbt <1,1,1,1>]  
         [0.85 bigcloud1]
       [0.97 bigcloud1] 
         [1 color rgbt <1,1,1,1>]
       }
   }  

finish {ambient 0}

}

}


#declare litecloud1=pigment {
//wrinkles   
granite
 //    agate

// crackle

//turbulence 0.5 scale 1/2

turbulence 1

// rotate x*90

rotate y*90
pigment_map { 
       [0 color rgbt <1,1,1,1>]
        [0.3 color rgbt <1,1,1,1>] 
         [1 color rgbt <1,1,1,0>*2]
       }

}

#declare litecloud2=pigment {
wrinkles   

// granite

 //    agate

// crackle

//turbulence 0.5 scale 1/100

turbulence 1

// rotate x*90

rotate y*90
pigment_map { 
       [0 color rgbt <1,1,1,1>]
        [0.7 color rgbt <1,1,1,1>] 
         [1 color rgbt <1,1,1,0>*3]
       }

}

#declare smallcloud1=pigment {
wrinkles   

// granite

 //    agate

// crackle

//turbulence 0.5 scale 0.1

scale 1/5
turbulence 1

// rotate x*90

rotate y*90

scale 5

pigment_map { 
       [0 color rgbt <1,1,1,1>]
        [0.3 color rgbt <1,1,1,1>] 
         [1 litecloud1]
       }

}

  1. declare kloud2=sphere { <0, 0, 0>, 1.0

texture {

   pigment{   
   gradient y 
   scale 2  
   translate y*1

   scale 1/3
   turbulence 0.5
   scale 3
  //    turbulence 1
      pigment_map { 
      [0 litecloud2] 
         [0.15 smallcloud1]
       [0.35 litecloud2] 
             [0.45 litecloud2] 
         [0.5 smallcloud1] 
           [0.55 litecloud2]     
           [0.65 litecloud2]  
         [0.85 smallcloud1] 
         [1 litecloud2 ]
       }
   }  

finish {ambient 0}

}

}


#declare atm_thickness1 = 0.02;
  1. declare atm_color1 = rgb <pow(460/650, 4), pow(460/555, 4), 1>;
  2. declare atm_amount1=1;


  1. declare atm_density1 = density

{

    function
    {
   
      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 icepig1= pigment {
        gradient y
         scale 10
 warp {turbulence 0.25} 

scale 1/10

       color_map {
         [0.00 color rgb <1,1,1>]
         [0.03 color rgb <1,1,1>]
                   
         [0.04 color rgbt 1] 
         [0.5 color rgbt 1] 
        
           [0.965 color rgbt 1] 
          [0.975 color rgb <1,1,1>]
         [1.00 color rgb <1,1,1>]
       }    

scale 2 translate y*1

}

  1. declare icetex1=texture {
  pigment { icepig1}
  finish {ambient 0}

}

  1. declare ice1=

object {

sphere {
0,1

}

 texture { icetex1}

scale 1.0005 }

union {

object {carree1}

object {ice1}
object { kloud1 scale 1.002 } 
  object { kloud2 scale 1.001 }   
 object {atmos1}  

}


Licensing edit

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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Date/TimeThumbnailDimensionsUserComment
current12:31, 18 April 2023Thumbnail for version as of 12:31, 18 April 2023800 × 600 (364 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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