Datei:Ocean planet1.png

Datei:Ocean planet1.png

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Beschreibung

Beschreibung
English: Artist impression of wet habitable planet. Vast ocean cover almost whole planet. There are islands like at Pacific Ocean and caps of sea and island ice at poles of planet.
Datum
Quelle Eigenes Werk
Urheber Merikanto
Genehmigung
(Weiternutzung dieser Datei)
Public domain Ich, der Urheberrechtsinhaber dieses Werkes, veröffentliche es als gemeinfrei. Dies gilt weltweit.
In manchen Staaten könnte dies rechtlich nicht möglich sein. Sofern dies der Fall ist:
Ich gewähre jedem das bedingungslose Recht, dieses Werk für jedweden Zweck zu nutzen, es sei denn, Bedingungen sind gesetzlich erforderlich.

POV-Ray source code of ocean planet image version 7.


Python 3 code to produce image
///////////////////////////////////////////////
//
//
// Terrestrial ocean planet
//
// mostly ocean, ice caps and lot of small islands
//
// POV-Ray 3.7 source code
//
// 20.9.2023 0000.0008      
//
// 
///////////////////////////////////
 


#include "functions.inc"

// global and default settings
      
      
global_settings {
  #if (version < 3.7)
    assumed_gamma 1.0
  #end
}

  
default { finish { ambient 0.000000 diffuse 0.7 } }
 


 
// settings

#declare  Atmos_On = 1; // 1 atmosphere on-   
#declare Cloudyfrac1=0.7;  // big scale
#declare Cloudyfrac2=0.7;

#declare turb1=0.1;  // big scale


#declare Clouds_On = 1; 



#declare Planeta_Radius=1;




  
#declare Camera=  camera { 
    direction   y
    sky         y
    up          y
    right       (image_width/image_height)*x
    look_at     <0,0,0>
    angle       38
    //orthographic 

    location <0,0,-5> 

} 
 


#declare Light= light_source { 

150000000*<-1, 1, -6/4> 

rgb 1.5 // korkkaus 1, 2 ...

}          
  
  
    
camera {Camera}
light_source {Light}
  

  

 #declare Colormap_Oceanworld_1 = color_map
         {
             [.76   color rgb <30, 45, 160>/(255*3)   ]     
             [.77   colour rgb <230, 200, 180>/(255)   ] 
             [.79   colour rgb <150, 120, 130>/(255)   ] 
          }
 
     
   

   
#declare Planeta_Pigment =     pigment
      {
   
     granite 
  //  wrinkles
//      function{ f_ridged_mf(x, y, z, 0.65, 3.1, 8 ,2, 3, 2) }       
   //    agate
  //   scale 33
        scale 1/2

 
       
        color_map {Colormap_Oceanworld_1}

     
     turbulence 1
      }      //pikmentti! 
   
 
 
#declare Ice_Pigment =     pigment
      {
   
     gradient y
     scale 2
     translate 1
       warp {
       turbulence 0.1
             }
     color_map
         {
             [0   color rgbt  <1,1,1,0> ]     
             [0.05   color rgbt  <1,1,1,0> ]  
            [0.07   color rgbt  <1,1,1,1> ]  
             [0.93   color rgbt  <1,1,1,1> ]   
            [0.95   colour rgbt <1,1,1,0>  ]  
          [1   colour rgbt <1,1,1,0>  ] 
          }
       

     
      }      //pikmentti! 
    
 

 
 #declare Clouds_Pigmap_Type1 =  pigment_map 
       {
             [.0 wrinkles color_map { [0  colour rgbt <1,1,1,0> ] [.97  colour rgbt <1,1,1,1> ]}  ] 
             [Cloudyfrac1  wrinkles scale 0.01 color_map { [0  colour rgbt <1,1,1,0> ] [.2  colour rgbt <1,1,1,1> ]}       ]   
             [1.0001   colour rgbt <1,1,1,0>*2   ] 
        }      
  



 #declare Clouds_Pigmap_Type2 =  pigment_map 
       {
             [.0 granite color_map { [0  colour rgbt <1,1,1,0> ] [.97  colour rgbt <1,1,1,1> ]}  ] 
             [Cloudyfrac2  granite color_map { [0  colour rgbt <1,1,1,0> ] [.2  colour rgbt <1,1,1,1> ]}       ]   
             [1.0001   colour rgbt <1,1,1,0>*2   ] 
        }      

  

 
 
// in use 
#declare Clouds_Texture_Type1 = texture {
     


   pigment {
        

 // gradient y
 //  sine_wave  
  marble
  rotate z*90

sine_wave

   



     translate y*-1/6

     frequency 1.5
 

//     warp {   turbulence 0.2 }

  scale 3
       warp {   turbulence 0.5 }
       scale 1/3 

 
 turbulence turb1


   
 
    pigment_map {
           [ 0.0  color rgbt <1,1,1,1> ]        

     
         
        [ Cloudyfrac1  
          // function {  f_ridged_mf(x, y, z, 0.5, 4, 8, 3, 5, 1) } scale 30
            //   granite        
                 wrinkles scale 0.3  
            //  bozo   scale 0.3   
        //     bumps scale 0.3 
        scale 10
         warp {   turbulence 0.3 }
         scale 1/10 
         turbulence 0.3  
          pigment_map {Clouds_Pigmap_Type2} 
        ]
         
       
      //  [ 1.0  color rgbt <1,1,1,1> ]           
                 

      
      
      }
      

        
  
 
   //      turbulence 1
        } 
   
        finish {ambient 0}
      //  turbulence 1  
            scale 1
      }
 
 
 
 
#declare Planeta= sphere {
  
   0, 1 
   texture { 
   pigment {   
          Planeta_Pigment
      }  // pig ...   
        
        scale 2   
        translate 1
       finish { ambient 0.000000 diffuse 1.0 }
     }      // texture
                         

     // ice caps
    texture { 
   pigment {   
          Ice_Pigment
      }   
        
       finish { ambient 0.000000 diffuse 1.0 }
     }


}      // sphere

 
#declare Clouds= sphere {
 
   0, 1.002
      
      
   texture {Clouds_Texture_Type1}   

     
       finish { ambient 0.000002 diffuse 0.999 }  
}    
    
 

#declare Reflection1 =sphere {0,1
	pigment { rgbt <0, 0, .1, 0.99995> }
	finish {
		ambient 0.0
		diffuse 0.0
		phong 0.2
		phong_size 10
	}
	interior { ior 1.1 }
	hollow yes  // tai no
	scale 1.0001
} 

    


#declare atm_thickness1=0.05;
 #declare atm_samples1=15;
 #declare atm_color1 = rgb  <pow(460/650, 4), pow(460/555,  4), 1>;
#declare atm_amount1=20;  

 #declare Atmosphere1 = object
{

    difference {
  /*
     sphere
    {
     0, 1.0001  
    }   
*/
    sphere
    {
    0, 1+atm_thickness1  
    }

    }

   hollow
   material
   { 
  // texture {pigment {color <1,0,0> } }// koe  
   
   
     texture
     {
       pigment
       {
         color rgbt 1
       }      

             finish {  
      ambient 0 reflection 0 specular 0
     ior 1.0
    // diffuse 0.25
      }
     }
     interior
     {
       media
       {     
  
       intervals 1           // number of intervals used for sampling [10]
       samples atm_samples1            // minimum and maximum number of samples taken per interval [1,1]
      confidence 0.9         // statistic parameter higher->better quality [0.9]
       variance 1.0/128       // statistic parameter lower->better quality [1.0/128]
       ratio 0.9              // distribution between lit and unlit areas [0.9]
  
 
   //   absorption rgb<1,.9,.8>*.1  // absorbing media, block light of specified color
      //  4 scattering type 1=isotropic; 2=Mie haze; 3=Mie murky
           // 4=Rayleigh; 5=Henyey-Greenstein

           // for balancing amount of absorption [1.0]
       
   
      
           scattering { 3, atm_color1*atm_amount1 }
         //   scattering { 1, <0.6, 0.8, 1>*atm_amount1}

       //    scattering { 5, <0.6, 0.8, 1>*5 eccentricity 0.56   extinction 1.0 }      
          
             method 3 
 
         
         
         density
         {  
 function {   1*exp(-8*(sqrt(x*x+(y)*(y)+z*z)- 1 - 0.00001)/atm_thickness1) } 
/*
           spherical
           density_map
           {
             [0     rgb <0.25, 0.5, 1>]
             [0.005 rgb <0.25, 0.5, 1>]
             [0.011 rgb <0.9, 1, 1>]
             [1    rgb <0.9, 1, 1>]
           }
*/   

      }
          
          
      }
     }
   
   }   
}      
 



 
#declare Visible_Planet1= union {

      object {Planeta}   
   
 #if (Clouds_On)  
   object { Clouds }  
 #end

#if (Atmos_On)      
     
     object {Atmosphere1}  
    object {Reflection1}     
      
#end         


} 

object {
     object {Visible_Planet1}  
     rotate x*25     
    rotate y*35         
     scale Planeta_Radius
}

Older code, version 6


Python 3 code to produce image
//
// terrestrial ocean planet
// mostly ocean, ice caps and only small islands
//
// POV-Ray 3.7 source code
//
// 17.9.2023 0000.0006
//
 

                         
#include "functions.inc"
      
      
global_settings {
  #if (version < 3.7)
    assumed_gamma 1.0
  #end
}

  
default { finish { ambient 0.000002 diffuse 0.7 } }
  
// atmospheric effect on ...
#declare Ilmat_Mukaan = 1; // 1 atmosph

#declare Planeta_Radius=7000;

  
#declare Kamera=  camera { 
    direction   y
  sky         y
  up          y
  right       (image_width/image_height)*x
  look_at     <0,0,0>
  angle       38
//orthographic 

location <0,0,-35000> 

} 

#declare Valo= light_source { 

150000000*<-1, 1, -1> 

rgb 1.5 // korkkaus 1, 2 ...

}          
  
  
  
// Atmos v0000

#declare Media =
media {
	emission 0.0004 // 0.05 original
	intervals 1 // 1
	samples 5
	method 3   // method 3
	density {
		spherical
	//	ramp_wave
	//	turbulence 0.05
		
		color_map {
			[0.0 color rgb <0, 0, 0>]
			[0.1 color rgb <0, 0, .5>]  //0.1
			[1.0 color rgb <0, 0, 1>]
		} 
		
	}
}                               
  
  
#declare Reunatummennus =
sphere
{
   0, 1.01
   hollow
   material
   { 
  // texture {pigment {color <1,0,0> } }// koe  
   
   
     texture
     {
       pigment
       {
         color rgbt 1
       }
     }
     interior
     {
       media
       {     
  
 
            scattering { 1, <0.3, 0.3, 1>/500 }
                 
          
             method 3 
 
         
         
         density
         {
           spherical
           density_map
           {
             [0     rgb <0.25, 0.5, 1>]
             [0.005 rgb <0.25, 0.5, 1>]
             [0.011 rgb <0.9, 1, 1>]
             [1    rgb <0.9, 1, 1>]
           }
         }
          
          
       }
     }
   
   }   
}     

#declare Ilimakeha =
sphere
{
   0, 1.02
   hollow
   material
   { 
   
     texture
     {   
     
       pigment
       {      
      rgbt <0,0,0,1>
       } 
       
       finish {  
       ambient 0 reflection 0 specular 0
      ior 1.0
     // diffuse 0.25
       }
     }
     interior
     {
       media
       {   
            scattering { 1, <0.5, 0.7, 1>/300 }
                          
         //    method 3 
 
 
                        
         density
         {   
            spherical 
         //  function {7*exp(sqrt(x*x+y*y+z*z))}
           density_map
           {
             [0     rgbt <0.25, 0.25, 0.25,1>]
             [0.1 rgbt <0.75, 0.75, 0.75,0.5>]   
             [1    rgbt <1, 1, 1,0>]
           } 
         }
          
       }
     }
   
   }   
}   

 
 
// ilmakehän heijastuskoe
          
#declare Heijastus =sphere {0,1
	pigment { rgbt <0, 0, .1, 0.99995> }
	finish {
		ambient 0.0
		diffuse 0.0
		phong 0.2
		phong_size 10
	}
	interior { ior 1.1 }
	hollow yes  // tai no
	scale 1.0001
} 

  
  // varo BAD nok         
#declare Hehku_kokoympyra=sphere {< 0, 0, 0>, 1
	
	pigment { color rgbf <1, 1, 1, 1> }
	
	finish { ambient 0 diffuse 0 }
	interior {
	 media { Media } 
	 }
	scale 1.07
	hollow     
//	rotate y*90
}


     
      
 #declare Reunatummennus =
sphere
{
   0, 1.01
   hollow
   material
   { 
  // texture {pigment {color <1,0,0> } }// koe  
   
   
     texture
     {
       pigment
       {
         color rgbt 1
       }
     }
     interior
     {
       media
       {     
  
   //    intervals 1           // number of intervals used for sampling [10]
     //  samples 5,5            // minimum and maximum number of samples taken per interval [1,1]
     //  confidence 0.9         // statistic parameter higher->better quality [0.9]
     //  variance 1.0/128       // statistic parameter lower->better quality [1.0/128]
     //  ratio 0.9              // distribution between lit and unlit areas [0.9]
  
  /*
      // absorption rgb<1,.9,.8>*.1  // absorbing media, block light of specified color
       scattering {           // scattering media
         3,                   //  4 scattering type 1=isotropic; 2=Mie haze; 3=Mie murky
                              // 4=Rayleigh; 5=Henyey-Greenstein
 //        rgb<.5,.8,1>*1           // color
            <0.3, 0.3, 1>/500
         //eccentricity 0.25  // eccentricity for type 5 [0.0]
         //extinction 1.0     // for balancing amount of absorption [1.0]
       }
    */     
  
        // intervals 4 
         //samples 1,1 // 5,5  
 
            scattering { 1, <0.3, 0.3, 1>/500 }
                 
          
             method 3 
 
         
         
         density
         {
           spherical
           density_map
           {
             [0     rgb <0.25, 0.5, 1>]
             [0.005 rgb <0.25, 0.5, 1>]
             [0.011 rgb <0.9, 1, 1>]
             [1    rgb <0.9, 1, 1>]
           }
         }
          
          
       }
     }
   
   }   
}      
 
 
 
 
// .... Ilmakehä atmos v0000 
 
 
  
   
#declare Colormap_Oceanworld_2 = color_map
         {
             [.76   color rgb <30, 45, 160>/(255*3)   ]     
             [.77   colour rgb <230, 200, 180>/(255)   ] 
             [.79   colour rgb <150, 120, 130>/(255)   ] 
          }
 
 
#declare Colormap_Oceanworld_3bad = color_map
         {
             [.1   color rgb <30, 45, 160>/(255*3)   ]     
             [.2   colour rgb <230, 200, 180>/(255)   ] 
             [.3   colour rgb <150, 120, 130>/(255)   ] 
          }
  
 
    
   
#declare Planeta_Pigment =     pigment
      {
   
     granite     
   //    agate
     scale 0.5

   //    function{ f_ridged_mf(x, y, z, 0.65, 3.1, 8 ,2, 3, 2) }    
       
        color_map {Colormap_Oceanworld_2}

     
     turbulence .5
      }      //pikmentti! 
   
 
 
 
 
#declare Clouds_Colormap_Type1 =  colour_map 
       {
             [.3   colour rgbf 1   ] 
             [.7   colour rgb 1   ]   
             [1.0001   colour rgbf 1   ] 
        }      

 #declare Clouds_Colormap_Type2 =  colour_map 
       {
             [.0   colour rgbt <1,1,1,0>   ] 
             [.7   colour rgbt <1,1,1,1>   ]   
             [1.0001   colour rgbt <1,1,1,0>   ] 
        }      

 
#declare Clouds_Pigment_Type1  =  pigment
      {
   
 
  gradient y
    scale 30

   sine_wave
     frequency 3 
 

     warp {   turbulence 2 }

  scale 10
       warp {   turbulence 0.3 }
       scale 0.1
  turbulence 0.5
scale 6
   
 
    pigment_map {
              
        [ 0.0  color rgbf <1,1,1,1> ]    
     //   [ 0.35  color rgbf <1,1,1,1> ] 
    //    [ 0.5   
    //             wrinkles turbulence 2 scale 0.01  
      //           colour_map {Clouds_Colormap_Type1} ]
         
        [ 0.5  // function { f_ridged_mf(x, y, z, 0.5, 4, 8, 3, 5, 1) } scale 30
               //  granite         0
                 wrinkles scale 0.01
         turbulence 1   
               colour_map {Clouds_Colormap_Type2} ]
       
       
    //   [ 0.9  color rgbf <1,1,1,1> ] 
        [ 1.0  color rgbf <1,1,1,1> ]           
                 
                
       


      
      
   //   function { f_ridged_mf(x, y, z, 0.5, 4, 8, 3, 5, 1) } 
 //  bumps
  //  agate   

         
                

      
      
      }
      
           
       //    turbulence 0.5
         //    turbulence 1.0 
  }
 
 
 
#declare Clouds_Texture_Type1 = texture {
        pigment {
        
        Clouds_Pigment_Type1
        
             scale 0.2
       scale <1, 2/3, 1>    
 
   //      turbulence 1
        } 
   
        
      //  turbulence 1  
            scale 1
      }
 
 
 
 
#declare Planeta= sphere {
  
   0, 1 
   texture { 
   pigment {   
   
   /*
      gradient y  
      
      pigment_map {
       [ 0.0  Planeta_Pigment ]      
       } // pigmap
     */
     
           gradient y   
          scale 10 
       warp { turbulence 0.1 } 
                  scale 0.1
          warp { turbulence 0.1 } 

      pigment_map {   
           [ 0.0 color rgb 1 ]
              [ 0.05 color rgb 1 ]
          [ 0.1 Planeta_Pigment ]
          
          [ 0.9 Planeta_Pigment ]
           [ 0.95 color rgb 1 ]         
          [ 1.0 color rgb 1 ] 
   
       } // pigmap
      //  translate y*1   
      }  // pig ...   
        
        scale 2   
        translate 1
       finish { ambient 0.000002 diffuse 1.0 }
     }      // texture
  
}      // sphere

 
#declare Clouds= sphere {
 
   0, 1.002
      
      
   texture {Clouds_Texture_Type1}   

     
       finish { ambient 0.000002 diffuse 0.999 }  
}    
    
    
camera {Kamera}
light_source {Valo}
   
#declare Nakyva_Planeetta= union {

      object {Planeta}   
      object {Clouds }  

#if (Ilmat_Mukaan)      
     object {Reunatummennus}  
     object {Ilimakeha}  
      object {Heijastus}     
      
#end         


} 

object {
 object {Nakyva_Planeetta}  
      rotate x*25     
       rotate y*35         
     scale Planeta_Radius
}




Lizenz

Public domain Ich, der Urheberrechtsinhaber dieses Werkes, veröffentliche es als gemeinfrei. Dies gilt weltweit.
In manchen Staaten könnte dies rechtlich nicht möglich sein. Sofern dies der Fall ist:
Ich gewähre jedem das bedingungslose Recht, dieses Werk für jedweden Zweck zu nutzen, es sei denn, Bedingungen sind gesetzlich erforderlich.

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