POV-Ray : Newsgroups : povray.text.scene-files : Re: a little game : Re: a little game Server Time
29 Jul 2024 06:23:51 EDT (-0400)
  Re: a little game  
From: george erhard
Date: 10 Jan 1999 19:17:53
Message: <3699438F.4263A12C@pacbell.net>
OK, done.  Included is the source for this and a small file to make the
heightfield.  Render it separately (160x100 no AA works great) and put the image
it makes in your Include path.

But, y'all knew that already...

I probably 'broke the rules' by making this two files instead of one, but then
again, this is pretty freeform! ":)

// Desc: "A Little Game"
// Date:  1/10/98
// Auth:  (gemelli started it...)

camera {
     location <-100, 10, -100>
     sky <0, 1, 0>
     look_at <0, 0, 0>
     }

light_source {
     <-1000, 800, -2000>
     color rgb<1, 1, 1>
}

plane {
     <0, 1, 0>, 0
     pigment {
          color rgb<1, 1, 1>
     }
}

//bobs part one
#declare C=1;
#while (C<9)
sphere {0,1
pigment {rgb C/10 filter C/9}
  normal {waves .4 turbulence .2 scale .1 phase clock}
  finish {ambient .6-(C/11) diffuse .2+(C/15) specular .6 roughness .01
reflection .25
   irid {.6 thickness .3 turbulence .2} brilliance -.15 metallic .4}
  interior {ior 1.05 caustics 4 fade_distance 1.5 fade_power 1}
scale <C/3,C/4,C/5>*7 rotate C*45*y rotate clock*360*y
  translate <3,5,-7>*4
}
#declare C=C+1;
#end

//bobs part one

//Johannes' part 1
union {
  superellipsoid { <0.1, 0.1> }
  superellipsoid { <1.0, 0.1> translate  0.93*y }
  superellipsoid { <1.0, 0.1> translate  0.93*x }
  material{

    texture{

      pigment { color rgb <0.8, 0.0, 0.0> }
      finish {
        ambient 0.2
        diffuse 0.3
        brilliance 0.099
        phong 1.0
        phong_size 4.3
        specular 0.22
        roughness 0.001
      }
    }
  }
  scale <2.5, 2.5, 1.25>
  rotate <0, 0, 45>
  translate  <-80, 3.3, -70>
}
//End Johannes' part 1

// Start Ken 3of3
  #declare Obelisk =
  intersection{intersection{intersection{
  plane{x,0 rotate  5*z translate 9*x }
  plane{x,0 rotate  5*z translate 9*x rotate  90*y }
  plane{x,0 rotate  5*z translate 9*x rotate 180*y }
  plane{x,0 rotate  5*z translate 8*x rotate 270*y}}
  plane{x,0 rotate 30*z translate 5*x translate 60*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate  90*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 180*y}
  plane{x,0 rotate 30*z translate 5*x translate 60*y rotate 270*y}
  plane{y,0 inverse}}
  cylinder{z*-10,z*10,6 scale<1,1.75,1>inverse pigment{rgb 0}}}

  #declare OBTex =
  texture{pigment{granite turbulence 5 color_map{
  [.25 rgb<.70,.67,.64>][.50 rgb<.65,.63,.59>]
  [.75 rgb<.70,.67,.64>][1.0 rgb<.65,.63,.59>]}}
  finish{ambient .4 diffuse .35}}

  #declare Obelisk_Set =
  union{
  object{Obelisk scale<1.5,1.25,1>translate<-100,0,50>texture{OBTex scale
10}}
  object{Obelisk scale<1.5,1.25,1>translate< 100,0,50>texture{OBTex scale
10}}}

  union{
  #declare A = 0;
  #while  (A<10)
  object{Obelisk_Set translate 250*z*A}
  #declare A=A+1; #end rotate 45*y}

  fog{distance 150 color rgb<.70,.67,.63>fog_type 2 fog_offset 15 fog_alt 1}
// End Ken 3of3



//Spider's part one .
//I decided the scene needed a sky.. I had planned on adding some mountains
// in the bkg, but I didn't have my HF's left.. (damned)
//The sky is very fuzzy and carootnish, a bit dark, but I like it...
//If there is space later, I have a #declare foor a minor wood.... (Hmm...
// 24 trees, *48 (Gnarled trees.))

#declare fast=false; //Set this to true to remove some skies. (Good for speed)
#declare SkyOut = 20000; //outer
#declare SkyIn = 15000; //inner
#declare SkyScale = 270; //The scale.
sphere { //Sky layer 1
  <0,0,0>,SkyOut
  hollow
  #if(fast=true) pigment { colour red 1 } #else
    pigment {
      bozo
      turbulence <0.70,0.4,0.7>
      octaves 3 omega 1/6 lambda 2.5
      color_map {
        [0.0 color rgb <0.850, 0.700, 0.750> ] [0.1 color rgb <0.550, 0.600,
0.650> ]
        [0.5 color rgb <0.184, 0.184, 0.309> ] [1.0 color rgb <0.100, 0.100,
0.200> ]  }
      scale <3, 1, 3> scale SkyScale
    }
    rotate <clock*360, -clock*240, clock*120>
  #end
}

sphere { //Sky layer 2
  <0,0,0>, SkyIn
  hollow
  #if(fast=true) pigment { colour red 1 } #else
    pigment {
      bozo
      turbulence 0.65 octaves 3 omega 1/6 lambda 2.5
      color_map {
        [0.0 color rgb <0.88, 0.85,0.85> ] [0.05 color rgb <0.80, 0.75,
0.75> ]
        [0.25 color rgbf 1] [1.001 color rgbf 1] }
      scale <6, 1, 6> scale SkyScale
    }
    rotate <clock*240, -clock*320, clock*180>
  #end
}

//End Spider 1

// Lone Shepherd's part {Mike Metheny}
// A shuriken; transparent parts shown to show sort of a motion blur.  Would
// add more but that would seriously increase render time :0

#declare star =
        merge{
                difference{
                        prism {
                                conic_sweep
                                linear_spline
                                .95, // sweep the following shape from here...
                                1, // ... up through here
                                9, // the number of points making up the shape
...
                                <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>
                                translate<0,-1,0>

                               }
                       cylinder{<0,-4,0>,<0,4,0>,.5}
                         }
                difference{
                        prism {
                                conic_sweep
                                linear_spline
                                .95, // sweep the following shape from here...
                                1, // ... up through here
                                9, // the number of points making up the shape
...
                                <0,3>, <.75,.75>, <3,0>, <.75,-.75>,
<0, -3>, <-.75,-.75>, <-3,0>, <-.75,.75>,<0,3>

                                rotate <180,0,0>
                                translate <0,1,0>
                               }
                       cylinder{<0,-4,0>,<0,4,0>,.5}
                         }

                 torus{.5,.05}
                 }

#declare bozotext1 =

texture {
      pigment {
        bozo
        color_map {
          [0.00 color rgb<0.184314,0.309804,0.184314>]
      [0.33 color rgb 0]
      [0.66 color rgb<0.55,0.47, 0.14>]
      [1.00 color rgb .5]

        }
        turbulence 3
        scale <3,.8,.8>*1.3
        rotate <5,10,30>
      }
   finish { phong .4 reflection .5 metallic}

   }


#declare startrail =
union{       //transparent stars
#declare B=1;
#while (B<5)
#declare bozotext2 =
texture {
      pigment {
        bozo
        color_map {
          [0.00 color rgbt<0.184314,0.309804,0.184314,1-.2*B>]
      [0.33 color rgbt <0,0,0,1-.02*B>]
      [0.66 color rgbt<0.55,0.47, 0.14,1-.2*B>]
      [1.00 color rgbt <.5,.5,.5,1-.2*B>]

        }
        turbulence 3
        scale <3,.8,.8>*1.3
        rotate <5,10,30>
      }
   finish { phong .4 reflection .5 metallic}

   }

object{star texture{bozotext2} scale 2 rotate<100,10,(5*B)-15> translate
<-75+2*B,25-4*B,-33-8*B>}
#declare B=B+1; #end
}
object{star texture{bozotext1}  scale 2 rotate <100,10,-5> translate  <-65,
5, -73>}
object{startrail}

//End Lone Shepherd (Mike Metheny) part

// begin DcnBlues contribution (george erhard)
// sort of hexagonal thing to fill up the space in the right front corner...

height_field
{
  tga
  "hexplane.tga"     // source posted after this source, render seperately!
    texture {
    pigment { rgb <0.658824, 0.658824, 0.658824> }
    finish {
        ambient 0.3
        diffuse 0.7
        reflection 0.15
        brilliance 8
        specular 0.8
        roughness 0.1
        }
    normal {
        bumps -0.5
        scale <1, 0.001, 0.001>
        }
}

     scale <25, 3, 25>

     translate  <-95, 0, -115>

}
    // End dcnblues contribution... such as it was!  :)

// END "LITTLEGAME"Source


// HEIGHT-FIELD GENERATOR FILE -- render this seperately!

plane
{
  z, // backplane
  7.5 // move it a little ways away
  pigment {
        hexagon
        color rgb 1
        color rgb 0.5
        color rgb 0
        rotate 90*x
        }
  finish {ambient 1  diffuse 0} // look ma, no lights needed!

}

--
 george erhard
 microsoft certified system engineer
 http://home.pacbell.net/dcnblues

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