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Trivial versus scaling anisotropy:

This shows the effect of changing the anisotropy exponent (vertical to horizontal exponent ratio = Hz, varying left to right from 0.5, to 1, to 1.5).

The horizontal is not isotropic (c=0.3, f=0, e=0.2), with horizontal sphero-scale=1 pixel, with vertical sphero-scale also 1 pixel. Below the false colour renditions are single scatter radiative transfer showing that the anisotropy of the cloud and the sun and viewing angles are all important.

Vertical cross sections of the above:

 

Below show the same set of Hz (i.e scale variation of anisotropy) combined with increasing trivial anisotropy. If we quantify this by the log2 ratio of maximum to minimum radii at the unit ball, then the top is k=0, second row, k=3, bottom row, k=6.

Below we show the corresponding side views of the visible radiation; notice how the stratification is more horizontal at larger scales in the left column (with near realistic Hz=0.5) whereas in the middle, an isotropic value Hz=1 leads to more or less constant stratification at larger scales whereas the right hand column becomes more vedrtically startified at larger scales i.e the opposite of realistic stratification with Hz=1.5.

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