// PoVRay 3.7 Scene File "Tree_10demo.pov" // author: Friedrich A. Lohmueller, Jan-2006 /Aug-2009/Jan-2011 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.6; // 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 ------------------------------------------------------------------ #declare Cam_Positon_0 = <0.0 , 1.0 ,-3.0>; #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 65 // front view location Cam_Positon_0 right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <2.0 , 2.5 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_0} // sun --------------------------------------------------------------------- light_source{<1500,2500,-2500> color White*0.9} light_source{ Cam_Positon_0 color White*0.1} // 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<1,1,1.5>*2.5 translate< 0,0,0> } finish {ambient 1 diffuse 0} } scale 10000} // fog on the ground ------------------------------------------------- fog { fog_type 2 distance 50 color White 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 ---------------------------- //-------------------------------------------------------------------------- // // a street box { <-2.00, 0.00, -1000>,< 2.00, 0.001, 1000> texture{ pigment{ color rgb<1,1,1>*0.3} normal { bumps 0.5 scale 0.005} finish { diffuse 0.9 phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of box -------------------------------------- // middle line of the street union{ #declare Nr = -500; // start #declare EndNr = 500; // end #while (Nr< EndNr) box { <-0.05, 0.00, 0>,< 0.05, 0.0015, 1.00> texture{ pigment{ color rgb<1,1,1>*1.1} //normal { bumps 0.5 scale 0.005} finish { diffuse 0.9 phong 0.5} } // end of texture translate<0,0,Nr*2.00>} #declare Nr = Nr + 1; // next Nr #end // --------------- end of loop rotate<0,0,0> translate<0,0,0>} // end of union //-------------------------------------------------------------------------------------// #include "Tree_10.inc" //-------------------------------------------------------------------------------------// #declare Tree = object{ Tree_10 scale <1,1,1>*1 rotate<0,0,0> translate<0.00, 0.00, 0.00>} //-------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------// #declare Random_1 = seed (34053); // Use: "rand(Random_1)" #declare Random_2 = seed (62853); // Use: "rand(Random_2)" #declare Random_3 = seed ( 8353); // Use: "rand(Random_3)" // planting a row of trees: union{ #declare Nr = -2; // start #declare EndNr = 20; // end #while (Nr< EndNr+1) object{ Tree // scaled by random scale 1 + 0.5*(-0.5*rand(Random_1)) // (0.75 ~ 1.25) // rotated by random rotate<10*rand(Random_2),30*(-0.5+rand(Random_2)),0> // translate + Random translate< 0.25*(-0.5+rand(Random_2)),0, Nr*2.25+0.5*rand(Random_2)> } // end of sphere ---------------------- #declare Nr = Nr + 1; // next Nr #end // --------------- end of loop rotate<0,0,0> translate<3.00,0,0> } // end of union ---- end of row of trees //----------------------------------------------------------------------------------