With/without atmosphere sunlight MODEL: „planet” Earth air„refraction”-SHAPE SAME!! at Blender „Lux”

2 years ago
331

Sun & Earth atmosphere refraction/dispersion model. 4 different cases, BUT : BLENDER SCENE CAMERA, PROJECT OBJS LOCATIONS (POSITIONS) & GEOMETRIC DIMENSIONS ARE CONST.!!! COMPUTER EXPERIMENT CONCLUSIONS: „Scientific” refraction-dispersion IS BLUFF. SUN WOULD CHANGE SHAPE (ESP. DIVISION W/H) ASPECT SIMULTANEOUSLY. MODEL SHOWS THAT IT ISN'T THE CASE. SUN TURNS ONLY RED, ONLY SUBLE STRUCTURE CHANGES. SHAPE AND „UNFLATTENING” – REMAINS THE SAME. REAL SUN BACAME „ELLIPSE” (FLATTENED) FROM STD. CIRCLE (circle does is spec. ellise case, but only when SizeW=SizeH) AT MORNING TIMES DUE TO THE BIBLICAL JHWH's FIRMAMENT. THEY'RE LYING YOU THAT AIR .... HAVE PARTILES... DIFFERENT... UNEXPECTED SAND, «SUDDEN» CUMULUS, AIR PARTICLES ETC...
•Some „red shift” but physics turns to be wholefully different
•software: opensource but efficient Blender 2.79b , unbiased physically adequate rendering engine LuxCore Render 2.2 (versions a bit actualised)
•render TIMES: several minutes / 1 parameter set
•idea: copernicanism, (& even flat & crater Earth) debunked
•glass material, reflections set 0 (...)
•Abstracted from other „planets”, stars (stars, meteors, the Moon, Mars ... DOES exists but ANOTHER IN the size than human thinks at popular)
•Concave Earth, examined by Szczytyński @KRÓLEWSKA TV & others — not entering some details explained at other vid, Good, !!KI TOV
•Scene Camera to Sun angular & distance relation - refraction model scene OpenGL image UNDER LINK:
https://justpaste.it/6iz2d
•CO2 doesn't matter
•keep it simple, NASA & other ungodly institutions
•SRC. TABLE of air refraction indexes, related to temperature parameter etc.:
https://emtoolbox.nist.gov/Wavelength/Documentation.asp
•Script:
import mathutils
from mathutils import *
import bpy

earthsize=6.371 #Mm=k*kilometers
alayersize=0.1 #Karman's line
curlayersize=earthsize+alayersize
CNT=20
IOR_MIN=1.000271800
IOR_MAX=1.000427233 #Indexes of Refraction (Ciddor)
DISPERSION=0.00354
ch_ior=(IOR_MAX-IOR_MIN)/CNT

type="Clear" #"Homogeneous"
COLOR_BLACK=Vector((0.0,0.0,0.0))

def copyo(src):
dst=src.copy()
bpy.context.scene.objects.link(dst)
return dst
def createInnerHollow(s):
s.scale=Vector( [s.scale.x-alayersize,s.scale.y-alayersize,s.scale.z-alayersize] )
s.name+="_hollow"
return s
prev_volt=None
for i in range(CNT):
s=copyo(bpy.context.scene.objects['convex'])
s.name="alayer"+str(i)
s.scale=Vector( [curlayersize,curlayersize,curlayersize] )
bpy.context.scene.objects.active = s
mat_name="material"+str(i)

mat=bpy.data.materials.new(name=mat_name)
nodet=bpy.data.node_groups.new(name=mat_name+"_group",type="luxcore_material_nodes")
nodet.use_fake_user=True
nodes=nodet.nodes
s.data.materials.append(mat)
slot=s.material_slots[-1]
slot.material=mat
slot.link='DATA'
s.active_material_index=len(s.material_slots)-1
output = nodes.new("LuxCoreNodeMatOutput")
output.location = 300, 200
output.select = False
mat.luxcore.node_tree=nodet
glassmat=nodes.new("LuxCoreNodeMatGlass")
ior=IOR_MIN-ch_ior*i #new IOR
glassmat.inputs["IOR"].default_value=ior
##### Dispersion #######
glassmat.inputs["Dispersion"].default_value=DISPERSION
##Glass mat. reflection
glassmat.inputs["Reflection Color"].default_value=COLOR_BLACK
nodet.links.new(glassmat.outputs[0], output.inputs[0])
volt=bpy.data.node_groups.new(name=mat_name+"Volume",type="luxcore_volume_nodes")
output2=volt.nodes.new("LuxCoreNodeVolOutput")
vol=volt.nodes.new("LuxCoreNodeVol"+type)
if prev_volt is not None:
p_exterior=nodes.new("LuxCoreNodeTreePointer")
p_exterior.node_tree=prev_volt
nodet.links.new(output.inputs['Exterior Volume'],p_exterior.outputs["Volume"])
vol.inputs[1].default_value=ior
volt.links.new(output2.inputs[0],vol.outputs[0])
p=nodes.new("LuxCoreNodeTreePointer")
p.node_tree=volt
nodet.links.new(output.inputs['Interior Volume'],p.outputs["Volume"])
#wewnętrzna różnicowa sfera
s_hollow=createInnerHollow(copyo(s))
mod=s.modifiers.new(name="mod"+str(i), type='BOOLEAN')
mod.operation='DIFFERENCE'
mod.object=s_hollow
s_hollow.hide_render=True
curlayersize+=alayersize
prev_volt=volt

TAGS
#solarsystem #concaveearth #comparation #comparison #computergraphics #rendering #3d #blender #luxcore #unbiased #sunlight #analysis #cellularuniverse #physics #optics #refraction #dispersion #shape #scientific #science #aspect #width #height #ellipse #circle #simulation #keepitsimple #cosmology

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