// POV-Ray 3.6/3.7 Scene File "HF_by_function_32.pov" // author: Friedrich A. Lohmueller, Oct-2008/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" //-------------------------------------------------------------------------------------------------------<<<< #declare Camera_Position = < 1.70, 0.30,-0.70> ; #declare Camera_look_at = < 0.62, 0.05, 0.35> ; #declare Camera_Angle = 30 ; // in degrees //--------------------------------------------------------------------------------------------------------<<<< camera{ /*ultra_wide_angle*/ location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_look_at } //------------------------------------------------------------------------ //------------------------------------------------------------------------ // sun ------------------------------------------------------------------- light_source{<500,1500,-2500> color White*0.8} // sun light light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // flash light // sky ------------------------------------------------------------------- sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0 color rgb<1,1,1> ]//White [0.2 color rgb<0.14,0.14,0.56>*0.7]//~Navy [0.8 color rgb<0.14,0.14,0.56>*0.7]//~Navy [1.0 color rgb<1,1,1> ]//White } scale 2 } } // end of sky_sphere //------------------------------------------------------------------------ fog { fog_type 2 distance 10 color rgb<1,0.95,0.8> fog_offset 0.1 fog_alt 0.2 turbulence 1.8 } //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #declare HF_Res_X = 1024; // number of points in x #declare HF_Res_Z = 1024; // number of points in z #declare SF = function { pigment { boxed color_map { [0.0, color 0.0 ] [0.5, color 0.8 ] [1.0, color 1.0 ] } // end color_map scale <0.5,1,0.5> translate<0.5,0,0.5> } // end pigment } // end function #declare HF_Function = function(x, y, z) { 1+f_snoise3d(x*10,y*10,z*10)*0.30 * SF(x,y,z).gray } #declare HF_Amplitude = 0.5; #declare D = 0.00001; // just a little bit! union{ intersection{ height_field{ function HF_Res_X, HF_Res_Z { HF_Function(x,0,y) * HF_Amplitude } // smooth // water_level 0 translate<0,D-0.4 ,0> } // end HF box{ ,<1-D,0.2-D,1-D> } // end box translate<0,-0.10,0> } // end intersection difference{ // ground with hole plane { <0,1,0>, 0 } box{ ,<1-D,0.2-D,1-D>} } scale<1,1,1> translate<0,0,0> texture { pigment{ color rgb <1.00,0.95,0.8>} normal { bumps 0.75 scale 0.0025 } finish { phong 0.1 } } } // end union -----------------------------------------------