// PoVRay 3.7 Scene File "steam_smoke_1.pov" // author: Friedrich A. Lohmueller, Oct-2008/Aug-2009 / Jan-2011/ Sept-2014 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #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" //-------------------------------------------------------------------------------------------------------<<<< //------------------------------------------------------------- Camera_Position, Camera_look_at, Camera_Angle #declare Camera_Position = < 0.00, 0.80,-3.0 >; #declare Camera_look_at= < 0.00, 1.70, 0.00>; #declare Camera_Angle = 85; //--------------------------------------------------------------------------------------------------------<<<< camera{ /*ultra_wide_angle*/ location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_look_at } //------------------------------------------------------------------------------------------------------<<<<< // sun --------------------------------------------------------------------- light_source{<2500,2500,-2500> color White} // sky -------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.92 color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9] [0.50 rgb <0.20, 0.20, 1.0>*0.9] [0.70 rgb <1,1,1>] [0.85 rgb <0.25,0.25,0.25>] [1.0 rgb <0.5,0.5,0.5>]} scale<1,1,2>*2.5 translate<-0.9,0,0.5> } finish {ambient 1 diffuse 0} } scale 10000 } // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 50 color White*0.9 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>*0.72 } normal { bumps 0.75 scale 0.015 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- union{ // Scattering media - streuendes Medium // steam + smoke - Dampf + Rauch // A transparent sphere containing media sphere{ <0,0,0>, 1.5 // increased from 1 to 1.5, because of the turbulent pattern !!! pigment { rgbt 1 } hollow interior{ //--------------------- media{ method 3 emission <1,1,1>*0.4 scattering{ 1, // Type 1 = isotropic scattering, 2 = Mie haze, 3 = Mie murky // Type 4 = Rayleigh scattering, 5 = Henyey-Greenstein scattering <1,1,1>*6.00 // color of scattering haze extinction 1.50 // // 0 ~ 1 extinction // how fast the scattering media absorbs light // useful i.e. when the media absorbs too much light // eccentricity i.e. -0.6 ~ +0.6 (if type>1 ) } // end scattering density{ spherical // or: boxed scale 0.9 turbulence 0.85 color_map { [0.00 rgb 0] // density at the border of the media [0.05 rgb 0] [0.20 rgb 0.2] [0.30 rgb 0.6] [0.40 rgb 1] [1.00 rgb 1] // densitiy at the center of the media } // end color_map } // end of density samples 20 // >=1, higher = more precise //intervals 1 // //confidence 0.9 // } // end of media ---------------------------------------------------------------------- } // ------------------ end of interior scale 1 rotate<0,0,0> translate < -0.5, 1.50 + 0.20,0> } //------------------ end of steam + smoke // the smoke stack: cone { <0,0,0>,0.1, <0,1.50,0>,0.08 texture { pigment { color rgb<1,1,1> } finish { phong 0.5 } } // end of texture scale <1,1,1> rotate<0,0,-6> } // end of cylinder ------------------------------------- translate<0.8,0,-0.8> } // end of smoke stack + steam --------------------------------//