// POV-Ray 3.7 Scene File " ... .pov" // author: ... // date: ... //-------------------------------------------------------------------------- #version 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //--------------------------------------------------------------------------------- //--------------------------------------------------------------------------------- #declare Camera_Number = 0 ; //--------------------------------------------------------------------------------- // camera ------------------------------------------------------------------------- #switch ( Camera_Number ) #case (0) #declare Camera_Location = < 0.00, 1.00, -3.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 75 ; #break #case (1) #declare Camera_Location = < 2.0 , 2.5 ,-3.0> ; // diagonal view #declare Camera_Look_At = < 0.0 , 1.0 , 0.0> ; #declare Camera_Angle = 90 ; #break #case (2) #declare Camera_Location = < 3.0, 1.0 , 0.0> ; // right side view #declare Camera_Look_At = < 0.0, 1.0, 0.0> ; #declare Camera_Angle = 90 ; #break #case (3) #declare Camera_Location = < 0.00, 5.00, 0+0.000> ; // top view #declare Camera_Look_At = < 0.00, 0.00, 0+0.001> ; #declare Camera_Angle = 90 ; #break #else #declare Camera_Location = < 0.00, 1.00, -3.50> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 75 ; #break #break #end // of "#switch ( Camera_Number )" //-------------------------------------------------------------------------- camera{ // ultra_wide_angle // orthographic location Camera_Location right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } // sun --------------------------------------------------------------------- light_source{< 3000,3000,-3000> color rgb<1,1,1>*0.9} // sun light_source{ Camera_Location color rgb<0.9,0.9,1>*0.1 shadowless}// flash // sky --------------------------------------------------------------------- // sky textures -------------------------------------------------------- #declare T_CloudA_Lo = texture { pigment { bozo turbulence 1.5 octaves 10 omega 0.5 lambda 2.5 color_map { [0.0 color rgbf<0.85, 0.85, 0.85, 0.00>*1.0 ] [0.5 color rgbf<0.95, 0.95, 0.95, 0.90>*1.12 ] [0.6 color rgbf<1, 1, 1, 1> ] [1.0 color rgbf<1, 1, 1, 1> ] } } finish {ambient 0.95 diffuse 0.1} } //--------------------------- #declare T_CloudB_Lo = texture { pigment { bozo turbulence 0.8 octaves 10 omega 0.5 lambda 2.5 color_map { [0.0 color rgbf<1, 1,1, 1>] [0.3 color rgbf<1, 1,1, 0.00>*0.95] [0.5 color rgbf<0.90, 0.90, 0.90, 0.90>*1.0] [0.6 color rgbf<1, 1, 1, 1> ] [1.0 color rgbf<1, 1, 1, 1> ] } } finish {ambient 1.0 diffuse 0.0 } } texture { pigment { bozo turbulence 0.8 //0.6 octaves 10 omega 0.5 lambda 2.5 color_map { [0.00, color rgbf<.85, .85, .85, 0.75>*1.25 ] [0.35 color rgbf<.95, .95, .95, .92>*1.0] [0.5 color rgbf<1, 1, 1, 1> ] [1.0 color rgbf<1, 1, 1, 1> ] } } finish { ambient 0.35 diffuse 0.0} scale 0.9 translate y*-0.15 } //-------------------------------------------------------------------- union { // make sky planes: plane { <0,1,0>, 500 hollow //!!!! texture { T_CloudA_Lo scale <1000,1,1000>} translate<0,0,-500> } plane { <0,1,0>, 2000 hollow //!!!! texture {T_CloudB_Lo scale <900,1,3000> translate <3000,0,0> rotate <0,-30,0>}} plane { <0,1,0> , 10000 hollow texture{ pigment {color rgb<0.24,0.38,0.7>*0.50} finish {ambient 1 diffuse 0}}} scale<1.5,1,1.25> rotate<0,0,0> translate<0,0,0>} // end of sky //-------------------------------------------------------------------- // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 50 color White*0.75 fog_offset 0.1 fog_alt 1.5 turbulence 1.8 } // ground ------------------------------------------------------------ plane { <0,1,0>, 0 texture{ pigment{ color rgb<0.35,0.65,0.0>*0.55 } normal { bumps 0.75 scale 0.015 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //--------------------------------------------------------------------------