POV-Ray : Newsgroups : povray.text.scene-files : IRTC entry continued Server Time
29 Mar 2024 02:01:47 EDT (-0400)
  IRTC entry continued (Message 1 to 1 of 1)  
From: Nekar Xenos
Subject: IRTC entry continued
Date: 24 Jan 2010 15:00:38
Message: <op.u61y64hyufxv4h@xena>
//-w168 -h105
//-w540 -h315
//-w840 -h525 +a0.3
//-w1680 -h1050 +a0.1



global_settings{
   //assumed_gamma 1
   max_trace_level 1000
   //adc_bailout 0.003922
   //radiosity{}
}
#default{texture{finish{ambient 0}}}
#include "functions.inc"


#declare ShowMedia=on;
#declare ShowPlanet=on;
#declare ShowWater=on;
#declare ShowClouds=on;
#declare ShowRings=on;


//Stars ////////////////////////////////////////////////

#declare Turb=1.3;

#declare star_pig1=
           pigment {

                     crackle
                     form<1,1,0>
                     scale .001//.01

                     color_map {
                               [0 color rgb 1]
                               [0.4 color rgb <1.0, 0.9, 0.5>]
                               [0.6 color rgb <1.0, 0.5, 0.5>]
                               [0.8 color rgb <0.1, 0.3, 0.5>]
                               [1 color rgb <0.01, 0.1, 0.4>]
                               //[1 color rgb 0]
                               }

                   }


#declare star_pig2=
           pigment {

                     crackle
                     form<1,1,0>
                     scale .001//.01

                     color_map {
                               [0 color rgb <.98,.99,1>]
                               [0.1 color rgb <1.0, 0.9, 0.5>]
                               [0.4 color rgb <1.0, 0.5, 0.5>]
                               [0.6 color rgb <0.1, 0.3, 0.5>/2]
                               [0.7 color rgb <0.01, 0.1, 0.4>/4]
                               [.8 rgb 0]
                               }

                   }

#declare star_pig3=
           pigment {

                     crackle
                     form<1,1,0>
                     scale .001//.01

                     color_map {
                               [0 color rgb 1]
                               [0.25 color rgb <1.0, 0.9, 0.5>]
                               [0.3 color rgb <1.0, 0.5, 0.5>/2]
                               [0.4 color rgb <0.1, 0.3, 0.5>/4]
                               [0.5 color rgb <0.01, 0.1, 0.4>/5]
                               [0.6 color rgb 0]
                               }

                   }


#declare Galaxy=
                   pigment{
                     wrinkles
                     omega .7
                     pigment_map {
                       [.6 star_pig3]


                        [.8 star_pig2]
                        [1 star_pig1]
                     }
                   }

#declare star_pig=
           pigment {

                     crackle
                     form<1,1,0>
                     scale .001//.01

                     color_map {
                               [0 color rgb 1]
                               [0.25 color rgb <1.0, 0.9, 0.5>]
                               [0.3 color rgb <1.0, 0.5, 0.5>]
                               [0.4 color rgb <0.1, 0.3, 0.5>]
                               [0.5 color rgb <0.01, 0.1, 0.4>]
                               [0.6 color rgb 0]
                               }

                   }

sky_sphere{pigment{Galaxy rotate x*30}}

/////////////////////////////////////////////////////

// *** PLANET Bue ***

#declare t_planet=
pigment{
            onion    warp { turbulence 0.01 lambda 33 }
            color_map{
                     [.6 rgb <.02,.1,.2>]
                     [.785 rgb <.6,.5,.4>]
                     [.8 rgb <.011,.18,.21>]    // green
                     [.99 rgb <.01,.15,.2>]//<.1,.2,.01>]      // green
                     [1 rgb <.6,.5,.4>]
                     }
                   scale 1/(<1.01,.995,1.01>)
                   }

#declare t_planet1=
pigment{
            onion    warp { turbulence 0.01 lambda 33 }
            color_map{
                     [0 rgb .8]
                     [.6 rgb <.02,.1,.2>]
                     [.785 rgb <.6,.5,.4>]
                     [1 rgb .7]
                     }
                   scale 1/(<1.01,.995,1.01>)
                   }

#declare t_planet2=
pigment{
            onion    warp { turbulence 0.01 lambda 33 }
            color_map{
                     [.6 rgb <.02,.1,.2>]
                     [.785 rgb <.6,.5,.4>]
                     [.93 rgb <.011,.18,.21>]    // green
                     }
                   scale 1/(<1.01,.995,1.01>)
                   }

#declare t_planet3=
pigment{
            onion    warp { turbulence 0.01 lambda 33 }
            color_map{
                     [.6 rgb <.02,.1,.2>]
                     [.785 rgb <.6,.5,.4>]
                     [.8 rgb <.011,.11,.21>]    // green
                     [.99 rgb <.11,.15,.2>]//<.1,.2,.01>]      // green
                     [1 rgb <.6,.5,.4>]
                     }
                   scale 1/(<1.01,.995,1.01>)
                   }

#declare t_planet= // Bue texture
texture{
   pigment{
            onion    scale <1.01,.995,1.01>
            turbulence .0005
            lambda 2.5
            omega 1.2
            pigment_map{
                     [0 t_planet1]
                     [.05  t_planet ]
                     [.3  t_planet3 ]
                     [.5  t_planet2 ]
                     [.7  t_planet3 ]
                     [.95  t_planet ] // sand
                     [1 t_planet1]//<.1,.2,.01>]
                     }
           }
         normal {agate scale .001}
         }

#declare t_planet_Har=
texture{
pigment{
            onion    warp { turbulence 0.1 /*lambda 33 */ }
            pigment_map{
                     [0 rgb <1.5,.5,.1> ]
                     [.05 crackle scale .05 turbulence 0.1 colour_map{[0  
rgb <1.5,.2,.05> ][.1 rgb 0 ][1 rgb <.5,.2,.1>]}]//rgb <1,.5,0> ]

                     [1 rgb 0]
                     }
                }

          normal{granite }

}

#declare Scalar=<4,1,4>;
#declare Rotar= <-15,0,0>; //<0,0,0>; //<60,0,16>; //<15,0,0>;//




         // }
#declare d_clouds=
           density{
                    wrinkles  scale <100,50,100>*22
                    turbulence <1,2,1>
                    lambda 2.5
                    omega 1.3
                    warp { turbulence <10,0,10>*.1
                          //lambda 3
                          omega 1.2
                          }
                    density_map{
                             [0 rgb 0]
                             [.3 granite scale 1/(<100,50,100>*22)  
density_map{[0 rgb 0][.7 rgb 200]}]
                             [1 rgb 200]
                             }
                    rotate y*15
                    scale<0.021,0.02,0.021>/Scalar
                    rotate -Rotar
                   }
#declare d_clouds2=
           density{ wrinkles  rotate Rotar
                    scale Scalar
                    //lambda 2.5
                    omega 1.3
                    density_map{
                             [.1 rgb 0 ]
                             [.6 granite scale 3 density_map{
                                                 [.5 rgb 0]
                                                 [.7 granite scale .1
                                                 density_map{
                                                         [0 rgb 0]
                                                         [.7 granite scale  
.1 density_map{[.5 rgb 0][.6 rgb 10][1 rgb 200]}]

                                                         [1 rgb 200]
                                                         }

                                                 ]

                                                 [.8 rgb 100]
                                                 [1 rgb 200]
                                                 }
                             ]
                            [1 rgb 0]
                             }
                    rotate y*-5
                    scale<0.021,0.02,0.021>/Scalar
                    rotate -Rotar
                   }


#declare d_clouds3=
           density{ wrinkles warp { turbulence 0.3}  rotate Rotar
                    scale Scalar
                    //lambda 2.5
                    omega 1.3
                    //octaves 2
                 warp {
                     turbulence 6     // amount of turbulence
                     octaves 3.3          // optional turbulence modifiers
                     lambda 2.3
                     omega 1.3
                   }

                    density_map{
                             [.4 rgb 0 ]
                             [.7 granite scale .1 density_map{[.5 rgb 1][.6  
rgb 100]}]

                             [.9 wrinkles scale .1 density_map{[.5 rgb  
100][.6 rgb 200]}]
                             [1 rgb 200]
                             }
                    rotate y*-5
                    scale<0.021,0.02,0.021>/Scalar
                    rotate -Rotar
                   }


#declare d_clouds4=
           density{ wrinkles
                    //phase .25
                    poly_wave .2
                    //frequency 3

                    turbulence 0.03
                    rotate Rotar
                    scale Scalar
                    //lambda 2.5
                    omega 1.3
                    //octaves 2

                 warp {
                     turbulence .6     // amount of turbulence
                     octaves 3.3          // optional turbulence modifiers
                     lambda 2.3
                     omega 1.3
                   }
                     scale .5
                    density_map{
                             [0 granite scale 10
                                    density_map{
                                                 [0 rgb 100]
                                                 [.7 granite scale .01
                                                          density_map{
                                                                 [0 rgb 100]
                                                                 [.7  
granite poly_wave 4 scale .001 density_map{[0 rgb 200][.3 rgb 100][1 rgb  
200]}]

                                                                 [1 rgb 100]
                                                                 }
                                                 ]
                                                 [1 rgb 100]
                                                 }
                             ]
                             [.3 granite scale 10
                                    density_map{
                                                 [0 rgb 0]
                                                 [.7 granite scale .01
                                                         density_map{
                                                                 [0 rgb 0]
                                                                 [.7  
granite poly_wave 4 scale .1 density_map{[0 rgb 50][.3 rgb 0][1 rgb 50]}]

                                                                 [1 rgb 0]
                                                                 }

                                                 ]
                                                 [1 rgb 0]
                                                 }
                             ]

                             [.7 rgb 0]

                             [.85 granite scale 10
                                    density_map{
                                                 [0 rgb 0]
                                                 [.7 granite scale .01



                                                  density_map{
                                                         [0 rgb 0]
                                                         [.7 granite  
poly_wave 4 scale .1 density_map{[0 rgb 50][.3 rgb 0][1 rgb 50]}]

                                                         [1 rgb 0]
                                                         }

                                                 ]
                                                 [1 rgb 0]
                                                 }
                             ]

                             [1 granite scale 10
                                    density_map{
                                                 [0 rgb 100]
                                                 [.7 granite scale .01



                                                  density_map{
                                                         [0 rgb 100]
                                                         [.7 granite  
poly_wave 4 scale .001 density_map{[0 rgb 200][.3 rgb 100][1 rgb 200]}]

                                                         [1 rgb 100]
                                                         }

                                                 ]
                                                 [1 rgb 100]
                                                 }
                             ]
                             }
                    rotate y*-5
                    scale<0.021,0.02,0.021>/Scalar
                    rotate -Rotar
                   }



// Cloud texture
#declare t_clouds1=
texture{
           pigment{
                    wrinkles  scale <100,50,100>*22
                    turbulence <1,2,1>
                    lambda 2.5
                    omega 1.3
                    warp { turbulence <10,0,10>*.1
                          //lambda 3
                          omega 1.2
                          }
                    color_map{
                             [0 rgb 1 transmit 1]
                             [.3 rgb 1 transmit .9]
                             [1 rgb 1 transmit 0]
                             }
                    rotate y*15
                    scale<0.021,0.02,0.021>/Scalar
                    rotate -Rotar
                   }
          }
#declare t_clouds=
texture{ wrinkles  rotate Rotar
                    scale Scalar
                    //lambda 2.5
                    omega 1.3
                    texture_map{
                             [0 t_clouds1 ]
                             [.3 pigment {rgb 1 transmit 1}]
                             [.5 t_clouds1]
                             [.7 pigment {rgb 1 transmit 1}]
                             [1 t_clouds1 ]
                             }
                   }

         // }
#declare t_smog=
texture{
           pigment{
                    wrinkles  scale <100,50,100>*22
                    turbulence <1,2,1>
                    lambda 2.5
                    omega 1.3
                    warp { turbulence <10,0,10>*.1
                          //lambda 3
                          omega 1.2
                          }
                    color_map{
                             [0 rgb 1 transmit 1]
                             //[.3 rgb <.3,.4,.1> transmit .9]
                             [1 rgb .5 transmit 0]
                             }
                    rotate y*15
                    scale<0.021,0.02,0.021>/Scalar
                     rotate -Rotar
                   }
          }
#declare t_smog=
texture{ wrinkles  rotate Rotar
                    scale Scalar
                    //lambda 2.5
                    omega 1.3
                    texture_map{
                             [0 t_clouds ]
                             [.3 pigment {rgb 1 transmit 1}]
                             [.5 t_clouds]
                             [.7 pigment {rgb 1 transmit 1}]
                             [1 t_clouds ]
                             }
                   }



// Terrain /////////////////////////////////////////////
#declare Terrain=isosurface{

function{(x*x+y*y+z*z-1)+f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05}  //  
 from Jaime's LightSys Space Demo scene
                   //max_gradient 3.199
                   //contained_by{sphere{0,1}}
//function{(x*x+y*y+z*z-1)+f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05  
+f_agate(x*100,y*100,z*100)*.001 -f_agate(x*1000,y*1000,z*1000)*.0001}
                   //max_gradient 3.199

                    //accuracy 1/1000000 // 1/1000000
                   }


// Planet
#declare PlanetBue=
union{
          isosurface{

         function{(x*x+y*y+z*z-1)
                   +f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05
                   +f_agate(x*100,y*100,z*100)*.001
                   -f_granite(x*1000,y*1000,z*1000)*.0001

                   }
                   //max_gradient 3.199
                  #if (clock>2)
                         accuracy 1/100000
                  #end
                   contained_by{sphere{0,1}}

                 texture{t_planet
                 scale .02}
                   scale y*1.002
                   }


         #if(ShowWater)
                 sphere{0,1 // water
                   /*isosurface{

                         function{(x*x+y*y+z*z-1) -f_granite(x,y,z)*.001 }
                                   //max_gradient 3.199
                                   accuracy 1/1000000
                                   contained_by{sphere{0,1.1}} */
                        pigment{gradient y scale 2 translate y
                                turbulence .1
                                 lambda 7
                               pigment_map{
                                        [0 rgbt<1,1,1,0> ]
                                        [.15 rgbt <.02,.2,.4,0>

                                        ]
                                        [.9 rgbt  
<.02,.2,.4,0>//<0,.05,.2,.1>

                                        ]
                                        [1 rgbt<1,1,1,0> ]
                                        }
                                }
                         //normal{granite .1  scale .0001}
                        #if(ShowMedia)
                           finish{specular .1 metallic .5
                                // reflection{.5,1 fresnel on}
                                 specular .3 metallic .7
                                 brilliance 4 conserve_energy
                                 }

                           //interior{ior 1.33 fade_distance .003  
fade_color rgb <0,0,.1> }
                        #end
                        scale .996
                        hollow
                        }
         #end
        #if(ShowMedia)

                sphere{0,1 no_reflection// Atmosphere
                        pigment{colour rgbt 1}
                        //finish{specular 0  phong 0 reflection 0}
                        interior{//ior 1.1
                                 media {
                                    method 3
                                    //adaptive sampling
                                    samples 20 //6
                         	           //intervals 3
                 	           jitter 1// .1
                 	           //variance 1.0/500
                 	           scattering {4, rgb < 0.1, 0.4, 1>*3 extinction  
1}
                                    absorption (1-< 0.1, 0.4, 0.9>)*.5
                                    density {onion
                                             density_map{
                                                     [0 rgb <.001,.01,.1>]
                                                     [.96 rgb  
<.001,.01,.1>*2]
                                                     [.97 rgb 1]  // earth
                                                     [.99 rgb .1]//
                                                     [1 rgb 0 ]//
                                                     }
                                            }
                                          }

                                 #if(ShowClouds)
                                     media {
                 			method 3
                 			samples 20
                 			intervals 3
                 			scattering {4, color rgb 1 extinction 1}
                 			absorption 1//10
                 			density {onion //warp{ turbulence .01 }
                 				
                 				density_map {
                 					[.89  rgb 0]
                 					[.973  rgb 0]
                 					[.975  d_clouds3 scale 470 rotate -35*z]
                 					[.977  d_clouds4 scale 470 rotate -35*z]
                 					[.98  rgb 0]
                         				}
                         			
                         			}
                         			
                         			
                         			
                         			

                                         }
                                 #end
                                 }
                        rotate y*0
                        scale 1.03
                        hollow
                        double_illuminate
                        no_shadow
                        }
         #end
         /*#if(ShowClouds // *!ShowMedia
                         )

         sphere{0,1.01 texture{t_clouds }
                        rotate y*0
                        hollow
                        double_illuminate
                        no_shadow
                        }
          #end


         sphere{0,1.025 pigment {rgbft<.9,.8,.1,.01,.99>} // ozone
                //rotate y*45
                hollow
                double_illuminate
                no_shadow
                }     */
         }



// Planet
#declare PlanetHar=
union{
          object{Terrain
                 texture{t_planet_Har
                 scale .02}
                   scale y*1.002
                   }

        #if(ShowMedia)

                sphere{0,1 no_reflection// Atmosphere
                        pigment{colour rgbt 1}
                        interior{
                                 media {
                                    // (---general values---)
                                     intervals 10           // number of  
intervals used for sampling [10]
                                    samples 5,10            //minimum and  
maximum number of samples taken per interval [1,1]
                                    scattering {2, rgb 10 }
                                    absorption 10
                                    density {onion

                                             density_map{
                                                     [.89 rgb .5]  // earth
                                                     [.9 rgb <.15,.2,.05>]//

                                                     [.93 rgb  
<.1,.05,.02>]//
                                                     [1 rgb 0 ]//
                                                     }
                                            }
                                     }
                                 }
                        rotate y*90
                        scale 1.04
                        hollow
                        double_illuminate
                        no_shadow
                        }
         #end           /*   */
         #if(ShowClouds)

                      /*  sphere{0,1.01 texture{t_clouds }
                        //rotate y*45
                        hollow
                        double_illuminate
                        }    */
          #end




         }

union{
// placement  of Planet Bue
union{  #if(ShowRings)
          disc {<0, 0, 0>  y, 1.0, .7        // -O- RINGs -O-

                          pigment{spherical
                                  cubic_wave
                                  colour_map{
                                             [0 rgbft <.7,.7,.7, 0,1>]
                                             [.01 rgbft <.4,.3,.2, 0,.1>]
                                             [.015 rgbft <.3,.3,.3, .1,.7>]
                                             [.03 rgbft <.35,.3,.25, 0,.1>]
                                             [.04 rgbft <.1,.21,.3, .1,.9>]
                                             [.07 rgbft <.3,.21,.1, .2,.5>]
                                             //
                                             [.12 rgbft <.25,.2,.15, 0,.1>]
                                             [.12 rgbft <.25,.2,.15, 0,.1>]
                                             [.14 rgbft <.2,.2,.25, .1,.7>]
                                             [.18 rgbft <.3,.2,.1, 0,0>]
                                             [.22 rgbft <.5,.5,.5, 0,1>]
                                             }
                                  }
                          normal{granite .001 scale .00001}
                          finish{diffuse .7 roughness .9 brilliance .2 }
                          scale 2*1.5
                          hollow
                          double_illuminate
                          }
           #end
          object{PlanetBue rotate y*4.9*0}
          scale .3
          translate <0,0,0>
          }

// placement  of planet Har
union{  #if(ShowRings)
          disc {<0, 0, 0>  y, 1.0, .7        // -O- RINGs -O-

                          pigment{spherical
                                  cubic_wave
                                  colour_map{
                                             [0 rgbft <.5,.5,.5, 0,1>]
                                             [.01 rgbft <.4,.3,.2, 0,.1>]
                                             [.015 rgbft <.3,.3,.3, .1,.7>]
                                             [.03 rgbft <.25,.25,.25, 0,.1>]
                                             [.04 rgbft <.1,.1,.1, .1,.9>]
                                             [.07 rgbft <.1,.1,.1, .2,.5>]
                                             //
                                             [.12 rgbft <.15,.15,.15, 0,.1>]
                                             [.12 rgbft <.1,.1,.1, 0,.1>]
                                             [.18 rgbft <.2,.2,.2, .1,.7>]
                                             [.20 rgbft <.05,.05,.05, 0,.1>]
                                             [.22 rgbft <.5,.5,.5, 0,1>]
                                             }
                                  }
                          normal{granite .001 scale .00001}
                          finish{diffuse .7 roughness .9 brilliance .2 }
                          scale 2*1.5
                          hollow
                          double_illuminate
                          }
           #end
          object{PlanetHar rotate z*0}
          scale .3
          translate <0,0,1.19*1.5>
          }

}
///////////////////////////////////////////////////
// far moon

//object{Terrain scale .4 rotate <-90,-90,-90> rotate <0,35,0> pigment{rgb  
.5} translate <-2,2,10>}
isosurface{  // far moon

function{(x*x+y*y+z*z-1)+f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05  
+f_agate(x*100,y*100,z*100)*.001 -f_agate(x*1000,y*1000,z*1000)*.0001}
                   //max_gradient 3.199

                     accuracy 1/1000000

                   contained_by{sphere{0,1} }
                   scale .4 rotate <-90,-90,-90> rotate <0,35,0>  
pigment{rgb .5} translate <0,.5,12>
                   }

/////////////// New Addition by Nekar Xenos //////

  #if (clock<2)
isosurface{  // Close moon

function{(x*x+y*y+z*z-1)+f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05  
+f_agate(x*100,y*100,z*100)*.001 -f_agate(x*1000,y*1000,z*1000)*.0001}
                   //max_gradient 3.199

                     accuracy 1/1000000

                   contained_by{sphere{0,1}}

                 scale .2 rotate <-90,-90,-90> rotate <0,35,0> pigment{rgb  
.2} translate <.48,.1,-.707>-z*.802}
#end
//


/////////////////////////////////////////////////

light_source {<2,.1,3>*1000000, color <2.1,2,1.9>*2 media_attenuation on  
media_interaction on}
sphere {<2,.1,3>*100, 7.5
	texture {
		pigment {color <2.1,2,1.9>/2}
		finish {ambient 10 diffuse 0}
	}
	no_shadow
}


///////////////////////////////////////////////////////////////
////////////// Camera ////////////////////////////////////////

#declare Clock=clock/3;


#declare Clock1=clock*(clock<=1);
#declare Clock2=(clock-1)*(clock>1)*(clock<=2);
#declare Clock3=(clock-2)*(clock>2);

//#declare ClockRot=(clock-1)*(clock>1)*(clock<=2)+(clock>2);
#declare ClockRot=(clock-1)*(clock>1);

#if (ClockRot>1)
  #declare ClockRot=1;
#end


#declare ClockCount=int(clock);


#declare CamStart=<.6,.23,-.6>;
#declare CamEnd=<0,.299,0>;
#declare CamMid1= CamStart;
#declare CamStart=CamStart+<.4,0,-.4>;
#declare CamMid2= (CamEnd*<.99,.99,.8>) + (CamMid1*<.01,.01,.2>);


#declare CamPos =CamMid1; // +  CamStart)/2;

#if (clock>1)
      #declare CamPos = (CamMid2*Clock2) + ( CamMid1*(1-Clock2));
#end

#if(clock>2)
    #declare CamPos = (CamEnd*Clock3) + ( CamMid2*(1-Clock3)) ;
#end

/////////////////////////MECHA/////////////////////////////////

     /*
#include"mechaircraft.inc"

#declare Plasma=material{texture{pigment{rgbt 1}
                                  }
                          interior{
                                 media {
                                           emission rgb<.1,5,20>*2  //  
emitting media, emit light of specified color
                                           scattering { 1, rgb <.1,2,4>*.1 }
                                           method 3               //  
adaptive sampling
                                          density { spherical  
warp{turbulence <0,.5,0>} colour_map {[.3 rgb 0][.5 rgb <.1,.5,1>][.7 rgb  
<.2,.9,1.1>][1 rgb 4]} }
                                         }
                                   }
                         }

union{object{MechA }
         sphere {0,1 material{Plasma }scale 1.3  hollow double_illuminate   
translate <-3.6,0,-.15> hollow double_illuminate}
         light_source {0*x color rgb <.1,.2,.5>*10 fade_distance .001  
fade_power 2  translate <-3.6,0,0> }
         sphere {0,1 material{Plasma }scale 1.3  hollow double_illuminate  
translate <4.2,0,-.15>  hollow double_illuminate}
         light_source {0*x color rgb <.1,.2,.5>*10 fade_distance .001  
fade_power 2 translate <4.2,0,0>}

         scale .0015 rotate y*180 rotate <25,0,-35>  translate  
(CamPos*<1,1,2.36>) +<-.022,-.001,.025>
         }

//object{MechA scale .0015 rotate y*180 rotate <25,0,-35>  translate  
CamPos +<-.03,-.003,.02>}

#include"MAircraft.inc"


#declare PlasmaJ=material{texture{pigment{rgbt 1}
                                  normal{granite}
                                  }
                          interior{ ior 1.1
                                 media {
                                           emission rgb<.1,5,20>*10  //  
emitting media, emit light of specified color
                                           scattering { 1, rgb <.1,2,4>*.1 }
                                           method 3               //  
adaptive sampling
                                          density { spherical  
warp{turbulence <0,.5,0>} colour_map {[.3 rgb 0][.5 rgb <.1,.5,1>][.7 rgb  
<.2,.9,1.1>*2][1 rgb <.9,1,1.1>*10]} }
                                         }
                                   }
                         }


#declare CraftStart=(CamPos*<1,1,2.36>) +<.005,-.019,.04>;
#declare CraftEnd= (CamPos*<1,1,2.36>) +<-.03,-.02,.11>;
#declare Formation=.02;
#declare CraftPos=CraftStart;
#declare MaxDeapth=.1;
#declare Rand=seed(97531);
#declare CraftCount=0;
#while (CraftPos.z<MaxDeapth)

     union{object{MAirCraft}
         sphere {0,1 material{PlasmaJ }scale .53  hollow double_illuminate   
translate <-1,.9,-7> hollow double_illuminate}
         sphere {0,1 material{PlasmaJ }scale .53  hollow double_illuminate  
translate <1,.9,-7>  hollow double_illuminate}
         scale .0015 rotate <10,-CraftCount*3,0>   translate CraftPos
         }
    #declare CraftCount=CraftCount+1;
    #if(CraftCount>7)
        #declare CraftPos=<0,0,MaxDeapth+1>;
    #end
    #declare  
CraftPos=<CamPos.x-.1*rand(Rand),CraftPos.y-.02*rand(Rand),CraftPos.z+.05+.05*rand(Rand)>
 
;
#end
              */


/////////////////////////////////////////////////


//Har craft
/*
union{
sphere{0,1   scale <10,.3,10> rotate <30,0,-30>}

        scale.0015
        pigment{rgbt 1}
        normal{bozo bump_size 1 scale .003}
        //finish{specular .1}
        interior{ior 1.02}



        translate CamPos +<0,-.015,.015>
        hollow
        //double_illuminate
         }

// sights

        union{
         cylinder{-z,z 1 translate y*1.3 scale <.15,1,.01> }
         cylinder{-z,z 1 translate y*1.3 scale <.15,1,.01> rotate z*120}
         cylinder{-z,z 1 translate y*1.3 scale <.15,1,.01> rotate z*-120}
         pigment{rgbt <1,0,0,.5>}
         finish{ambient <1,0,0> diffuse 1}
         scale .0003
         translate CamPos +<-.003,-.0045,.005>
         }         */

///////////CAMERA//////////////////////////////////////

camera{
           location  CamPos*<1,1,2.36> //  
(CamEnd*(2-(2/(EndClock+1))))+(CamStart*(1-StartClock))   //-.4 //  
<2,.1,3>/15//<0,0,.3>//<0,0.2989, 0>
					//<0,.30055,0>////<0,.5,0>    // <.5,0,-1.2>
           sky <1,1,0>
           right x*image_width/image_height
           look_at <.2,0,0>//(<0,.4,1.19>*ClockRot)+(<0,-.2,.5> *(1-Clock))  
//0 // <2,.1,3>*1000000//<0,1,0>//0//<0,-.3,1> //<0,-.4,1> //

         }


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