//
// 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