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I forgot to post the scene code:
------------------------------------------
#version 3.7;
global_settings
{
assumed_gamma 1.0
}
#default
{
finish { ambient 0.0 diffuse 0.0 }
}
//------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
//------------------------------------------------------------------------
camera
{
/*ultra_wide_angle*/ angle 20 // diagonal view
location < -20.0 , 15.0 ,-00.0 >
right x*image_width/image_height
look_at < 0.0 , 2 , 0.0 >
}
//------------------------------------------------------------------------
// sun -------------------------------------------------------------------
light_source { < 250, 100, -250 > color < 1.0, 0.62353, 0.46667 > *5 }
// sky
-------------------------------------------------------------------
sky_sphere
{
pigment
{
gradient < 0, 1, 0 >
color_map
{
[ 0.0 color rgb < 1.00000, 0.62353, 0.46667 > ] // Pink
[ 0.4 color rgb < 0.64706, 0.30588, 0.59608 > ] // Purple
[ 0.6 color rgb < 0.64706, 0.30588, 0.59608 > ] // Purple
[ 1.0 color rgb < 1.00000, 0.62353, 0.46667 > ] // Pink
}
scale 2
}
}
//------------------------------------------------------------------------
// ground -----------------------------------------------------------------
//---------------------------------<<< settings of squared plane dimensions
plane
{
< 0, 1, 0 >, 0
texture { pigment { color rgb < 0.24706, 0.38431, 0.058824 > *1.0 }
finish { ambient 0.0 diffuse 0.0 } }
rotate< 0, 0, 0 >
}
//------------------------------------------------ end of squared plane XZ
//-------------------------------------------------------------------------
-
//---------------------------- objects in scene ---------------------------
-
box
{
< -1.0, -0.5, -1.0 > < 1.0, 1.0, 1.0 >
texture { T_Copper_1A }
pigment{ rgbt < 0.20784, 0.19216, 0.25098, 1.0 > }
finish { reflection 0.5 }
hollow
interior
{
media
{
emission < 0.9, 0.9, 1.0 > *1.5
absorption < 0.0, 0.0, 0.5 >
scattering
{
3, < 1.0, 1.0, 1.0 >
extinction 2.0
}
density
{
gradient < 1.0, 0.25, 0.5 > // controls the cloud formation
turbulence 0.5
frequency 5
color_map
{
[ 0.0 rgb 0.0 ]//border
[ 0.5 rgb 0.1 ]
[ 1.0 rgb 1.0 ]//center
} // end color_map
} // end of density
} // end of media ----
} // end of interior
translate < 0.0, 1.0, 0.0 >
scale < 5.0, 1.5, 5.0 >
}
fog
{
fog_type 2
distance 2
color rgb < 0.20784, 0.192160, 0.2509800 > *0.8 // Purple
color rgb < 0.49020, 0.058824, 0.0078431 > *0.8 // Blood Red
fog_offset 0.1
fog_alt 1.25
turbulence 1.8
}
cylinder
{
< 0.0, 0.0, 0.0 > < 0.0, 4.0, 0.0 > 0.25
texture { T01 }
texture { T_Copper_1A }
}
sphere
{
< 0.0, 4.0, 0.0 > 0.25
texture { T01 }
texture { T_Copper_1A }
}
---
http://www.avg.com
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