// // PoVRay 3.1 Scene File "reeds2.pov" // created by Friedrich A. Lohmueller,2000 #include "colors.inc" #include "textures.inc" global_settings { assumed_gamma 1.8 } // 600x600+aa ca.3h mit 400 MHz PII // camera ------------------------------------------------------------------------- #declare Cam0Position = <0.5 , 0.5 ,-2.25>; #declare Cam0 = camera {//ultra_wide_angle angle 85 location Cam0Position // up y right x look_at < 0.3 , 1.00 , 0.0>} camera{Cam0} light_source{Cam0Position color White*0.3} // sun ----------------------------------------------------------------------------- light_source{<1500,2500,-2500> color White*0.85} // sky ----------------------------------------------------------------------------- plane{<0,1,0>,1 hollow //attention: hold sun lower than sky texture{pigment{Bright_Blue_Sky quick_color Blue translate<10,0,30>} finish {ambient 1 diffuse 0} } scale 10000} fog{fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 1.5 turbulence 0.8} // ground pigment ------------ ----------------------------------------------------- #declare P_Ground = pigment{granite turbulence 0.5 scale 0.2 color_map{[0.0 color MediumSeaGreen] [0.2 color MediumForestGreen] [0.4 color YellowGreen] [1.0 color Green]} scale 0.5} //---------------------------------------------------------------------------------- union{ plane{<0,1,0>, 0} // height_field{tga "MountLo1.tga" smooth // inverse //...use your own height_field // translate<-0.5,-0.001,0> scale<100,10,100>*0.5 // rotate<0,0,0> translate<35,0,50>} texture{ pigment{P_Ground quick_color YellowGreen} normal {bumps 0.25 scale 0.002} finish {ambient 0.45 diffuse 0.55}}} cylinder {<0,0,0>,<0,0.01,0>,5 texture{Polished_Chrome normal {ripples 0.5 scale 0.05 turbulence 0.3 translate<1,3,0>} finish {ambient 0.45 diffuse 0.55 phong 1}} scale <1,1,0.5> rotate<0,0,0> translate<-1,0,-1>} //---------------------------------------------------------------------------------- //------------------------------------------------------------------- #macro Reeds(XLen,YLen,AverageHeight,Radius) #declare Z0 = seed(1000); #declare Z1 = seed(1005); #declare Z2 = seed(1002); #declare Z3 = seed(1003); #declare Z4 = seed(1008); #declare Reeds_Texture= texture{pigment{ gradient x turbulence 0.1 color_map{ [ 0.00 color YellowGreen ] [ 0.50 color MediumSpringGreen] [ 1.00 color YellowGreen ]}} finish {ambient 0.35 diffuse 0.65 phong 1} scale 0.1} #macro Reed(ZHeight,ZRotate,YRotate) cone {<0,-1,0>,Radius,<0,ZHeight,0>,Radius/4 rotate<0,0,ZRotate> rotate<0,YRotate,0> }#end// of macro union{ #declare NrX = 0; // start X #declare EndNrX = 10*XLen; // end X #while (NrX< EndNrX) #declare NrZ = 0; // start Z #declare EndNrZ = 10*YLen; // end Z #while (NrZ< EndNrZ) object{Reed(AverageHeight+rand(Z0)*0.5,rand(Z1)*10,rand(Z2)*250) translate} #declare NrZ = NrZ + 1; // next NrZ #end #declare NrX = NrX + 1; // next NrX #end // --------------- end of loop texture{Reeds_Texture} }#end // end of Reeds object{ Reeds(2.50,0.75, 2.75,0.02) //(XLen,YLen,AverageHeight,Radius) scale <1,0.75,0> translate<0.5,0,0.75>} object{ Reeds(3.00,1.75, 2.75,0.02) //(XLen,YLen,AverageHeight,Radius) scale <1,0.5,1> rotate<0,-50,0> translate<-3.5,0,0.75>} object{ Reeds(0.75,0.45, 2.75,0.02) //(XLen,YLen,AverageHeight,Radius) scale <1,0.85,1> rotate<0,-30,0> translate<-0.4,0,-0.5>} // Reeds