File:Neptune like planet or mini neptune 1 1 1 1.png

Original file(1,600 × 1,200 pixels, file size: 629 KB, MIME type: image/png)

Captions

Captions

Neptune like planet or mini-neptune

Summary

edit
Description
English: Neptune like planet or mini-neptune
Date
Source Own work
Author Merikanto

POV-Ray 3.7 source code

////////////////////////////////////          
//
// pov-ray 3.8 source code
//
// giant planet 
//
// 19.9.2023 v 0000.0003
//
///////////////
 
  1. include "functions.inc"
default { finish { ambient 0.000002 diffuse 0.7 } }    


camera {

 location  <0,1,1>*3.5
 angle 35
 look_at   0

}


light_source {

<1,1,1>*1000000

color rgb 2 }



  #declare Earth_Radius=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= 5;





  1. declare k1=object {
 sphere {0,1}
 
 texture { 
uv_mapping
pigment {
 

// granite

// agate

 // marble
 

function { f_marble (x,y,z)}
  
      scale 10
   warp { turbulence 0.25}        
         scale 0.1

rotate z*-90

 frequency 3

// translate y*3/4 // scale 1/4

   //         scale x*10

// scale y*1/10 // turbulence 0.05

   sine_wave 
 
  color_map {
    
//    [0 rgb <0.57, 0.75, 0.91>/1.5]
 //   [1 rgb <0.45, 0.55, 0.74>]
    [1 rgb <0.5,0.6,1>]
 }
    
}

}
 } 

 
                   
  1. declare k2=object {
 sphere {0,1}

//plane { //y,0 //}


texture { 
uv_mapping
pigment {

//  granite
   
 granite  

// agate

// warp { turbulence 0.25}
         scale 10
   warp { turbulence 0.25}        
         scale 0.1
 // marble

 frequency 1
 // rotate z*-90

scale y*1/4
 turbulence 2
    
    color_map {
    
//    [0 rgbt 1]
 //   [1 rgbt <1,1,1,0.1>]
     [0 rgbt <0,1,1,0>] 
     
    [1 rgbt <1,1,1,1>] 
   
    }
    
}

}
scale 1.001
 

}



#declare k3=object {                    
 
 sphere {0,1}

//plane { //y,0 //}


 texture { 
//uv_mapping
pigment {

  granite
   
       scale 100
   warp { turbulence 1}        
         scale 0.10   
//agate 
 
 // marble

 frequency 1
 // rotate z*-90
  scale 5
  turbulence 0.5
scale y/20

 // turbulence 0.5
    
    color_map {
           [0 rgbt <0,0,1,0.9>]  
      //    [0.3 rgbt <0,0,1,0.9>]  
       //    [0.4 rgbt <1,1,1,0.9>] 
            
    [1 rgbt <1,1,1,1>]



    }
    
}

}
scale 1.002
 

}




 #declare k4=object {                    
 
 sphere {0,1}

//plane { //y,0 //}

texture {

     gradient y
    sine_wave  
    scale 1
   translate y*1/2
      scale 10
   warp { turbulence 0.25}        
         scale 0.1
   texture_map {
   [0 
       //uv_mapping
       pigment {

       // granite

// wrinkles function { f_wrinkles(x,y,z)*f_bumps(x/2,0,0) }

scale 0.3
   
       //agate 
 
        // marble

       frequency 1
       // rotate z*-90
        scale 1
         turbulence 0.5  
       scale 30
       warp {turbulence 0.5}
       scale 0.033
                  turbulence 1
       scale y*1/4

        // turbulence 0.5
    
           color_map {
               [0 rgbt <1,1,1,1>]  
               [1 rgbt <1,1,1,0>*2]
   
                } // cmap
    
           } // pig
      
       finish {ambient 0}
    ] // tex
 
   
   [ 1.0
    pigment {color rgbt 1}   
   ]


}  // tex mao

} // tex

scale 1.003
 

}


 #declare k5=object {                    
 
 sphere {0,1}
 texture {

pigment { color rgbt <0,0,1,0.95> } }


scale 1.005
 

}



 #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>;   
   
   
           #declare qq=mm*Atmosphere_Top;
             
           [qq rgb cc]
           #declare mm=mm+deltamm;  
           #declare nn=nn-deltamm;
     
    
   
           #end        
           
           }


} // en


  1. declare Density2=density { function
    {
    exp(-6.7*(sqrt(x*x+y*y+z*z) -1.00001)/0.05 )/10
    
    }   
    }
 
 
 
  1. declare Mat_Atm =
 material {
   texture {
     pigment {
       color rgbt <1.0, 1.0, 1.0, 1.0>
     }
   }
   interior {
     media {
       method 3
                 // brown

// scattering { 5 color rgb <0.2, 0.4, 1>*Media_Intensity*10 eccentricity Media_Eccentricity }

      //       //    scattering { 5 color rgb  <.11,.39,49>*Media_Intensity*1/10 eccentricity Media_Eccentricity }  
           scattering { 5 color rgb  <1,.7,.5>*Media_Intensity*1/10 eccentricity Media_Eccentricity }        

// scattering {3 color rgb <0.6,0.8, 1>*1}


          //    scattering { 5 color rgb  <0.73, 0.65*0.8, 0.46>*Media_Intensity*2000 eccentricity Media_Eccentricity }
        //  emission  <0.2, 0.4, 1>/1000000
      //   emission  <0.73, 0.65*0.8, 0.46/2>/500000
          
        //  scattering { 5 color rgb  <0.2, 0.4, 1>*Media_Intensity*2000 eccentricity Media_Eccentricity }
 
       //  emission  <0.2, 0.4, 1>*1/10   
   //          emission  <.11,.39,49>*1/100
  
      //   scattering { 5 color rgb  <0.73, 0.65*0.8, 0.46>*Media_Intensity*200 eccentricity Media_Eccentricity }
        //  emission <0.73, 0.65*0.8, 0.46>*30
          
       // 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>, 1.00
 }
 sphere { 
   <0,0,0>, 1.00
   scale (Earth_Radius+0.001)/(Earth_Radius+Atmosphere_Top)
 }
 material { Mat_Atm }
 scale Earth_Radius+Atmosphere_Top
 hollow on

}





  1. declare planetclouds1= union {
 object { k1}              
                   
                   
                    

// object { k2}

  object { k3}                         
 
 object { k4}  
    
      object { k5}     
    
    finish {
 //   phong 1
  //  reflection 0.1
    }
    
        

// rotate x*-270

//   rotate y*90
 //  rotate z*90
    }
                   
                  
                   
                   
union { 
 object {planetclouds1}
 object { atmos1 }                  
   rotate <10,20,30>                
   }

Licensing

edit
I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license.
You are free:
  • to share – to copy, distribute and transmit the work
  • 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.

File history

Click on a date/time to view the file as it appeared at that time.

Date/TimeThumbnailDimensionsUserComment
current08:10, 19 September 2023Thumbnail for version as of 08:10, 19 September 20231,600 × 1,200 (629 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

There are no pages that use this file.

Metadata