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/*
This scene shows black Isosurface artefacts when the accuracy value is set
to high
*/
// Persistence of Vision Ray Tracer Scene Description File
// File: landschaft.pov
// Vers: Pov 3.5 beta 4
// Desc: Eislandschaft
// Date: 1/9/2000 (updated 6.10.2001
// Auth: Marc-Hendrik Bremer
//
#declare HQ=2;
#include "functions.inc"
global_settings {
assumed_gamma 1.0
ambient_light 0
//max_trace_level 8
#if (HQ=2)
// Medium Quality - works for most scenes
radiosity{
pretrace_start 0.08
pretrace_end 0.04
count 35 // CHANGE range from 20 to 150
nearest_count 5 // CHANGE range from 3 to 10
error_bound 1.8 // CHANGE - range from 1 to 3
recursion_limit 3 // CHANGE
low_error_factor .5 // leave this
gray_threshold 0.0 // leave this
minimum_reuse 0.015 // leave this
brightness 1 // leave this
adc_bailout 0.01/2 // CHANGE - use adc_bailout = 0.01 /
brightest_ambient_object
}
#end
}
// ----------------------------------------
camera
{
location <0.05, 0.89, -5>// -15>
look_at <0, -0.000001, 0.0>
}
background {rgb <0.3,0.3,0.5>}
sky_sphere
{
pigment
{
gradient y
color_map { [0.0 color rgb 0.5] [1.0 color blue 0.6] }
turbulence 0.2
translate y*-0.2
}
}
light_source
{
0*x // light's position (translated below)
color rgb <0.9, 0.9 , 1> // light's color
translate <-300, 1000, -450>
}
#declare T_SnowA =
texture {
pigment { rgb 1 }
finish
ambient 0.0
diffuse 0.6
specular 0.3
roughness 0.6
brilliance 0.4
}
normal{granite 0.2
turbulence 0.5
scale 0.0005}
}
#declare T_Rock =
texture {
pigment { rgb 0.4 }
normal {granite scale 0.1}
}
#declare T_ARCTIC_01 =
texture{
slope -y
texture_map{
[0 T_SnowA]
[0.3 T_SnowA ] //flatter
[0.3 T_Rock ] //steeper
}
}
#declare H = 0.21; // roughening<>smoothing
#declare Lacunarity = 4; // roughening<>smoothing
#declare Octaves = 6; // smoothing<>roughening (computationally intensive
higher)
#declare Offset = 0.55; // height (suggested to start as 1 in the Doc.)
#declare Gain= 1.5; // smoothing<>roughening (I used too much maybe)
#declare Fun=
function {f_ridged_mf(x,y,z,H, Lacunarity, Octaves, Offset, Gain,2)}
isosurface {
function { y - Fun(x,0,z) } // function is applied to x,y,x and
interacted according to y
//method 2
evaluate 1,10,0.99
max_gradient 6
accuracy 0.000001 // set to 0.1 to show black parts on the iso!
contained_by{box {-3,3}}
texture{T_ARCTIC_01}
scale 5
}
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