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Terrestric fictional exoplanet, that is also habitable, Earth-like

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Description
English: Terrestric fictional exoplanet, that is also habitable, Earth-like
Date
Source Own work
Author Merikanto

POV-Ray 3.7 source code

Source of basic code is Michale Horvatsh HPlanet

Github https://github.com/mjhorvath/POVRay-Object-Collection/tree/main/HabitablePlanet

https://isometricland.net/blog/pov-ray-projects/

https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html

This work is licensed under the Creative Commons GNU Lesser General Public License License. To view a copy of this license, visit http://creativecommons.org/licenses/LGPL/2.1/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.

// Title: Habitable planet texture include v0.50 // Author: Michael Horvath // Homepage: http://www.geocities.com/Area51/Quadrant/3864/povray.htm // Created: 2008-02-07 // Last Updated: 2008-11-07 // This file is licensed under the terms of the CC-LGPL. // +KFI0 +KFF15 +KC // +k0.5


// Title: Habitable planet texture include v0.50 // Author: Michael Horvath // Homepage: http://www.geocities.com/Area51/Quadrant/3864/povray.htm // Created: 2008-02-07 // Last Updated: 2008-11-07 // This file is licensed under the terms of the CC-LGPL. // +KFI0 +KFF15 +KC // +k0.5

// ----------------------------------------

//background {color rgb <0.6,0.7,1.0>}

global_settings { assumed_gamma 1.0 }

 /*

camera { // orthographic location -z * 36000 look_at 0 angle 33 // direction +z * 1024 direction +z right x * 4 * image_width/image_height up y * 4 }

  • /

/* sky_sphere { pigment { gradient y color_map { [0.0 rgb <0.6,0.7,1.0>] [0.7 rgb <0.0,0.1,0.8>] } } }

  • /

/* light_source { -z * 149000000 color rgb 2 parallel // shadowless rotate x * 30 rotate y * 30 }

*/



// pov-ray planet: rigded multifractal, isosurfece attempt, atmosphere

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


global_settings {

    #if (version < 3.7) assumed_gamma 1 #end
    max_trace_level 20

}


default { finish { ambient 0.000002 diffuse 0.000001 reflection 0.0 } }      
     
     

// Units

  1. declare m = 0.1; // A value of 1 makes the sun's distance ouside POV's numerical domain.
  2. declare km = 1000*m;
  3. declare mm = 0.001*m;

// ------------- // -- | Parameters | ------ // ------------- // Earth parameters

  1. declare TP_EARTH_RADIUS = 6378.137*km;

// Sun parameters

  1. declare TP_SUN_HEADING = 10;
  2. declare TP_SUN_ELEVATION = 30;
  1. declare TP_BRIGHTNESS = 1;
  2. declare TP_SUN_COLOR = White;
  3. declare TP_SUN_APPARENT_APERTURE = 0.5; // Commonly admitted value

// Atmosphere parameters

  1. declare TP_ATMO_BOTTOM = -1*m;
  1. declare TP_RAYLEIGH_FACTOR = 1;
  2. declare TP_RAYLEIGH_DENSITY_MAX = 1;
  3. declare TP_RAYLEIGH_AMOUNT = 1;
  1. declare TP_ATMO_INTERVALS = 3; // Necessary for good integration
  2. declare TP_ATMO_SAMPLES = 3;
  3. declare TP_ATMO_METHOD = 3; // Adaptive

// Default camera parameters

  1. declare TP_DEFCAM_HEIGHT = 2*m; // Let's be tall
  2. declare TP_DEFCAM_HEADING = 0;
  3. declare TP_DEFCAM_ELEVATION = 5; // Let's look up a little
  4. declare TP_DEFCAM_ANGLE = 40;

// hplanet


  1. declare HPlanet_Height_Ratio = 0.005;
  2. declare HPlanet_Water_Ratio = 1/6;
  3. declare HPlanet_Ice_Ratio = 2/3;
  4. declare HPlanet_Planet_Radius =TP_EARTH_RADIUS ;
  5. declare HPlanet_Tilt_Angle = 25;

//#declare HPlanet_Rotate_Angle = clock * 360;

  1. declare HPlanet_Rotate_Angle = clock * 360+180+90;


  1. declare HPlanet_View_Angle = 25;
  2. declare HPlanet_Seed_Value = seed(12345123444);
  1. declare HPlanet_Show_Mode = 3;
  1. include "colors.inc"
  2. include "functions.inc"
  3. include "rand.inc"
  4. include "HPlanet_include.inc"






 /*

// Earth

  1. declare _tp_earth = sphere

{

    0, TP_EARTH_RADIUS
   // pigment {White} // Could be any predefined texture, but normally, the  terrain hides the sphere


               pigment {
           
      //     color rgb <0.9294, 0.7882,0.6863>*0.1
        //   color rgb   <0.9686, 0.8784,0.6627>
       
          
          function {
             
             f_hetero_mf(x,y,z, 0.9, 1.7,12, 0.5, 0.9, 3 )
           //  f_hetero_mf(x/1000,y/1000,z/1000, 0.9, 1.7, 12, 0.5,0.9, 3 )
       //   f_noise3d(x/200,y/200,z/200)
        //      f_ridge(x/500, y/500, z/500, 1, 8, 1, 3,1,1)  
        
       //    f_ridged_mf(x/1000, y/1000, z/1000, 0.5, 4, 13, 3, 5, 1)*-1
          }
          
           scale TP_EARTH_RADIUS
      //  agate
        //  granite
        //  scale 3
          octaves 14
        pigment_map 
        {  
                [0.0 color rgb <0.0,0.6,0.2>/5   ]
           // [0.5 color rgb <0.9,0.8,0.7>   ] 
                 [0.5 colour rgb <216, 137, 105>/128 ]
          
            [0.51 color rgb <0.0,0.0,0.3>   ]      
        [1.0 color rgb <0.0,0.0,0.20>   ]  
  
      
     
          
      
        }
          
     //    Desert0
  //        scale 4
     
          } // ... pigment
          
          
          
          normal {
          
           function {
                    f_hetero_mf(x,y,z, 0.9, 1.7,12, 0.5, 0.9, 3 ) *0.5
         
         //     f_ridged_mf(x/1000, y/1000, z/1000, 0.5, 4, 13, 3, 5, 1)*-1
           }                                         
           
                      scale TP_EARTH_RADIUS    
                      
                    bump_size 2  
      //  agate
        //  granite
        //  scale 3
          octaves 14
           
           
          }
          
             
             
         
         
         
             
             
       
       
            finish {
               reflection 0.1
               diffuse 0.2
            //   specular 0.05  
             //  phong 0.05
         }    
               
             
             
      rotate y*180
    
  //  translate -TP_EARTH_RADIUS*y    
    
    

}

  • /
  1. declare fn_Pigm=function {
   pigment {
 //    granite  
 function {
   //  f_hetero_mf(x,y,z, 0.9, 1.7,12, 0.5, 0.9, 3 ) *0.5
       f_ridged_mf(x/1000, y/1000, z/1000, 0.5, 4, 13, 3, 5, 1)*-1
     }
     color_map {
       [0 color rgb 0]
       [1 color rgb 1]
     }
   }
 }
  1. declare _tp_earth = object {
   isosurface {
       
       function {
           f_sphere(x, y, z, 1) -
           fn_Pigm(x, y, z).gray*0.0001
           }
       
       }    
   
   pigment {
   //    color rgb <0,0.35,0>      
         
               function {
        //   f_sphere(x, y, z, 1) -
           fn_Pigm(x, y, z).gray
           }  
                 pigment_map 
        {  
                [0.0 color rgb <0.0,0.6,0.2>/5   ]
           // [0.5 color rgb <0.9,0.8,0.7>   ] 
                 [0.5 colour rgb <216, 137, 105>/128 ]
          
            [0.51 color rgb <0.0,0.0,0.3>   ]      
        [1.0 color rgb <0.0,0.0,0.20>   ]  
  
      
     
          
      
        }
   
       }
   
    
   finish {  
   diffuse 0.9
//   ambient 1
 //  emission 1
   } 
   
   scale  TP_EARTH_RADIUS
     

}

// Sun

  1. declare TP_SUN_DISTANCE = 10*TP_EARTH_RADIUS; // Far enough. Actual distance in the scene is not very critical, as the light ays are parallel
  2. declare TP_SUN_RADIUS =

TP_SUN_DISTANCE*tan(radians(TP_SUN_APPARENT_APERTURE/2));

  1. declare _tp_basic_sun = light_source

{

  <0, 0, 0>
  color rgb TP_SUN_COLOR*TP_BRIGHTNESS
  looks_like {sphere{0, TP_SUN_RADIUS pigment{Yellow} finish {diffuse 0  

ambient 1}}}

  translate TP_SUN_DISTANCE*z
  parallel point_at -z
  rotate -TP_SUN_ELEVATION*x
  rotate TP_SUN_HEADING*y

}

// Atmosphere: density

  1. declare TP_BASE_RAYLEIGH_POWER = 6.7; // Constant
  2. declare _tp_rayleigh_power = TP_BASE_RAYLEIGH_POWER*TP_RAYLEIGH_FACTOR;

//#declare TP_ATMO_THICKNESS = 50*km;

  1. declare TP_ATMO_THICKNESS = 50*km;
  1. declare _tp_rayleigh_density = density

{

    function
    {
       

//TP_RAYLEIGH_DENSITY_MAX*exp(-_tp_rayleigh_power*(sqrt(x*x+(y+TP_EARTH_RADIUS)*(y+TP_EARTH_RADIUS)+z*z)

//- TP_EARTH_RADIUS - TP_ATMO_BOTTOM)/TP_ATMO_THICKNESS)

TP_RAYLEIGH_DENSITY_MAX*exp(-_tp_rayleigh_power*(sqrt(x*x+(y)*(y)+z*z)

- TP_EARTH_RADIUS - TP_ATMO_BOTTOM)/TP_ATMO_THICKNESS)

    }

}

// Atmosphere: scattering color

  1. declare TP_LAMBDA_RED = 650; // nanometres
  2. declare TP_LAMBDA_GREEN = 555; // nanometres
  3. declare TP_LAMBDA_BLUE = 460; // nanometres
  4. declare TP_RAYLEIGH_SCATTERING_COLOR = rgb

<pow(TP_LAMBDA_BLUE/TP_LAMBDA_RED, 4), pow(TP_LAMBDA_BLUE/TP_LAMBDA_GREEN, 4), 1>;

// Atmosphere: media

  1. declare _tp_rayleigh_media = media

{

    method TP_ATMO_METHOD
    intervals TP_ATMO_INTERVALS
    samples TP_ATMO_SAMPLES
    scattering
    {

RAYLEIGH_SCATTERING color TP_RAYLEIGH_AMOUNT*TP_RAYLEIGH_SCATTERING_COLOR/TP_ATMO_THICKNESS extinction 1 // The only physically accurate value

    }
    density {_tp_rayleigh_density}

}

// Atmosphere: shell

  1. declare _tp_rayleigh_atmosphere = difference

{

    sphere {0, TP_EARTH_RADIUS + TP_ATMO_BOTTOM + TP_ATMO_THICKNESS  

//translate -TP_EARTH_RADIUS*y }

    sphere {0, TP_EARTH_RADIUS + TP_ATMO_BOTTOM 
    

// translate //-TP_EARTH_RADIUS*y

}

    hollow
    pigment {rgbt 1}
    interior {media{_tp_rayleigh_media}}

}

// Default camera

  1. declare _tp_default_camera = camera

{

    location 0
    angle TP_DEFCAM_ANGLE
    right     x*image_width/image_height
    look_at   z
    rotate -TP_DEFCAM_ELEVATION*x
    rotate TP_DEFCAM_HEADING*y
    translate TP_DEFCAM_HEIGHT*y // Could use trace() to make sure we are  above the surface. But no terrain yet ...

}



 #declare Clouds3x = pigment {
   //marble
   dents
   turbulence 6  
   octaves 32
   lambda 4
  // omega 0.75  
  scale 10   
   
   color_map {
          [0.0 color White*1.5 filter 0]
     [0.05 color White filter 1 ]
      [0.95 color White filter 1 ]
     [1.0 color White*1.4 filter 0]
     
   }
 } 
 


 #declare CloudArea = texture {
   pigment {
     gradient y  
    //   onion
//     sine_wave
  
    turbulence 3  
    octaves 15   
    scale 1    
    
    //lambda 2
   // omega 2
    
    scale 5
     //scale 0.2
      
   //  scale <10,10,10>
     
     pigment_map {  
        
        [0.00 Clouds3x scale 0.1]
       
    //         [0.00 Clouds3 scale 1]
      [0.2 Clouds3x]
       [0.50 Clouds3x scale 0.01]
       [0.8 Clouds3x scale 1]
       [1.00 Clouds3x scale 0.5]
     
       


     }
   }
 
 
  finish { 
  ambient 0.000002
   
  diffuse 0.9
 // phong 0.1
 // specular 0.05
 reflection 0.1
  
  }
 
 
 } 
  


  1. declare CloudsLayer1 = sphere
  {
   0, 1.001
 
   texture {
      CloudArea
   }
 
  }    
  
  /*
  1. declare Planet_Surf1=function(x,y,z)

{

    pigment {   
                   HPlanet_Final_pigment
                   } 

}

  */


//--------------------------------------------------------------

  1. declare Planet1= object {

sphere { 0, 1 pigment {HPlanet_Final_pigment} // pigment {color rgb Red} rotate y * HPlanet_Rotate_Angle rotate x * HPlanet_Tilt_Angle rotate y * HPlanet_View_Angle }

          /*
           normal {
            
          function {
                  Planet_Surf1(x,y,z)
                } 
           
           }
           */

scale HPlanet_Planet_Radius

finish { diffuse 0.4 // ambient 1 }

}







// object {Planet1}



//sun


object {_tp_basic_sun}

// planet union {

object {
Planet1
}

//object {_tp_earth //rotate x*45 //}

object {_tp_rayleigh_atmosphere}


object {CloudsLayer1 scale 1.00001*TP_EARTH_RADIUS }


rotate y*-90 }



//camera {_tp_default_camera}


camera {

location <1,1,0>*1200000 look_at <0,0,0> // look_at <0,-TP_EARTH_RADIUS,0>

}






HPlanet.inc plugin from github

// Title: Habitable planet texture include v0.50 // Author: Michael Horvath // Homepage: http://www.geocities.com/Area51/Quadrant/3864/povray.htm // Created: 2008-02-07 // Last Updated: 2008-11-07 // This file is licensed under the terms of the CC-LGPL. // +KFI0 +KFF15 +KC // +k0.5

  1. local HPlanet_Crackle_pigment = pigment

{ crackle form <1,0,0> color_map { [0 rgbt 0] [1 rgbt 1] } scale 2 sine_wave }

  1. local HPlanet_Black_pigment = pigment {color rgbt 0}
  1. local HPlanet_Granite_pigment = pigment

{ granite // poly_wave 2 color_map { [0 rgbt 0] [1 rgbt 1] } scale 10 scale .5 warp { turbulence .75 lambda 3 } scale .5 }

  1. local HPlanet_Altitude_function = function

{ pigment { HPlanet_Crackle_pigment #local HPlanet_WarpCount = 0; #local HPlanet_WarpTotal = 512; #while (HPlanet_WarpCount < HPlanet_WarpTotal) warp { black_hole VRand_On_Sphere(HPlanet_Seed_Value), Rand_Beta(1,6,HPlanet_Seed_Value) falloff 3/6 strength 3/6 inverse } #local HPlanet_WarpCount = HPlanet_WarpCount + 1; #end warp { turbulence 1/8 //.125 lambda 3 //3 // octaves 20 // omega SetOmega } pigment_map { [0 HPlanet_Black_pigment] [1 HPlanet_Granite_pigment] } } }

  1. local HPlanet_Altitude_function_b = function

{ pigment { function {HPlanet_Altitude_function(x,y,z).transmit} color_map { [0 rgbt 0] [1 rgbt 1] } #local HPlanet_WarpCount = 0; #local HPlanet_WarpTotal = 1024; #while (HPlanet_WarpCount < HPlanet_WarpTotal) warp { black_hole VRand_On_Sphere(HPlanet_Seed_Value), Rand_Beta(1,12,HPlanet_Seed_Value) falloff 6/6 strength 6/6 inverse } #local HPlanet_WarpCount = HPlanet_WarpCount + 1; #end } }

  1. declare HPlanet_Latitude_function = function

{ pigment { function {f_ph(x,y,z) / pi} color_map { [0/2 rgbt 1] [1/2 rgbt 0] [2/2 rgbt 1] } } }

  1. declare HPlanet_Altitiude_color_map = color_map

{ [0 rgb <000,000,050,>/255] //blue [HPlanet_Water_Ratio * 97.5/100 rgb <000,000,050,>/255] //blue [HPlanet_Water_Ratio * 1/1 rgb <034,180,180,>/255] //teal [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 0/6 rgb <067,084,029,>/255] //light green [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 2/6 rgb <040,066,018,>/255] //dark green [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 3/6 rgb <084,076,037,>/255] //dark tan [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 4/6 rgb <132,114,076,>/255] //light tan [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 4/6 rgb <255,255,255,>/255] //white [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 6/6 rgb <255,255,255,>/255] //white }

  1. declare HPlanet_Altitiude_color_map_no_land = color_map

{ [0 rgb <000,000,050,>/255] //blue [HPlanet_Water_Ratio * 97.5/100 rgb <000,000,050,>/255] //blue [HPlanet_Water_Ratio * 1/1 rgb <034,180,180,>/255] //teal [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 0/3 rgb <067,084,029,>/255] //light green [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 3/3 rgb <067,084,029,>/255] //light green }

  1. declare HPlanet_Altitiude_color_map_no_water = color_map

{ [0 rgb <067,084,029,>/255] //light green [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 0/2 rgb <067,084,029,>/255] //light green [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 1/3 rgb <040,066,018,>/255] //dark green [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 1/2 rgb <084,076,037,>/255] //dark tan [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 2/3 rgb <132,114,076,>/255] //light tan [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 3/3 rgb <132,114,076,>/255] //light tan }

  1. declare HPlanet_Altitiude_color_map_ice_only = color_map

{ [0 rgb <132,114,076,>/255] //light tan [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 2/3 rgb <132,114,076,>/255] //light tan [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 2/3 rgb <255,255,255,>/255] //white [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 3/3 rgb <255,255,255,>/255] //white }

  1. declare HPlanet_Vegetation_color_map = color_map

{ //rgb <253,234,157,>/255 //blond [ 00/12 rgb <060,056,029,>/255] //olive [ 03/12 rgb <060,056,029,>/255] //olive [ 04/12 rgb <040,066,018,>/255] //dark green [ 5.5/12 rgb <067,084,029,>/255] //green [ 06/12 rgb <071,059,037,>/255] //brown [6.75/12 rgb <180,148,103,>/255] //blond [8.25/12 rgb <180,148,103,>/255] //blond [ 09/12 rgb <071,059,037,>/255] //brown [ 9.5/12 rgb <067,084,029,>/255] //green [ 12/12 rgb <040,066,018,>/255] //dark green }

  1. declare HPlanet_Latitude_pigment = pigment

{ function {HPlanet_Latitude_function(x, y, z).transmit} color_map {HPlanet_Altitiude_color_map} }

  1. declare HPlanet_Vegetation_pigment = pigment

{ function {HPlanet_Altitude_function_b(x, y, z).transmit + 1 - HPlanet_Latitude_function(x, y, z).transmit} color_map {HPlanet_Vegetation_color_map} warp { turbulence 1/16 //.125 lambda 3 //3 // octaves 20 // omega SetOmega } }

  1. declare HPlanet_Water_pigment = pigment

{ function {HPlanet_Altitude_function_b(x, y, z).transmit} color_map {HPlanet_Altitiude_color_map_no_land} }

// version 1

  1. declare HPlanet_Land_pigment = pigment

{ function {HPlanet_Altitude_function(x, y, z).transmit} color_map {HPlanet_Altitiude_color_map_no_water} warp { turbulence 1/8 //.125 lambda 3 //3 // octaves 20 // omega SetOmega } }

// version 2

  1. declare HPlanet_Land_pigment = pigment

{ function {min(HPlanet_Altitude_function(x, y, z).transmit + HPlanet_Latitude_function(x, y, z).transmit * HPlanet_Ice_Ratio, 1)} color_map {HPlanet_Altitiude_color_map_no_water} warp { turbulence 1/8 //.125 lambda 3 //3 // octaves 20 // omega SetOmega } }

  1. declare HPlanet_Average_pigment = pigment

{ average pigment_map { [1 HPlanet_Land_pigment] [2 HPlanet_Vegetation_pigment] } }

// version 1

  1. declare HPlanet_Ice_pigment = pigment {color rgb 1}

// version 2

  1. declare HPlanet_Ice_pigment = pigment

{ function {min(HPlanet_Altitude_function(x, y, z).transmit + HPlanet_Latitude_function(x, y, z).transmit * HPlanet_Ice_Ratio, 1)} pigment_map { [0 HPlanet_Average_pigment] [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 2/3 HPlanet_Average_pigment] [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 2/3 color rgb 1] [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 3/3 color rgb 1] } warp { turbulence 1/8 //.125 lambda 3 //3 // octaves 20 // omega SetOmega } }

// version 1

  1. declare HPlanet_Combined_pigment = pigment

{ function {HPlanet_Altitude_function_b(x, y, z).transmit} pigment_map { [0 HPlanet_Water_pigment] [HPlanet_Water_Ratio HPlanet_Water_pigment] [HPlanet_Water_Ratio HPlanet_Land_pigment] [1 HPlanet_Land_pigment] } }

// version 2

  1. declare HPlanet_Combined_pigment = pigment

{ function {HPlanet_Altitude_function_b(x, y, z).transmit} pigment_map { [0 HPlanet_Water_pigment] [HPlanet_Water_Ratio HPlanet_Water_pigment] [HPlanet_Water_Ratio HPlanet_Average_pigment] [1 HPlanet_Average_pigment] } }

// version 1

  1. declare HPlanet_Final_pigment = pigment

{ function {min(HPlanet_Altitude_function(x, y, z).transmit + HPlanet_Latitude_function(x, y, z).transmit * HPlanet_Ice_Ratio, 1)} pigment_map { [0 HPlanet_Combined_pigment] [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 2/3 HPlanet_Combined_pigment] // [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 3/3 HPlanet_Combined_pigment] [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 2/3 HPlanet_Ice_pigment] [HPlanet_Water_Ratio + (1 - HPlanet_Water_Ratio) * 3/3 HPlanet_Ice_pigment] } }

// version 2 //#declare HPlanet_Final_pigment = HPlanet_Combined_pigment;


Licensing edit

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w:en:Creative Commons
attribution share alike
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