POV-Ray : Newsgroups : povray.text.scene-files : pure pov water : pure pov water Server Time
28 Jul 2024 12:37:33 EDT (-0400)
  pure pov water  
From: Marc Schimmler
Date: 13 Jul 2000 15:47:17
Message: <396E1FF0.7A5B1307@ica.uni-stuttgart.de>
This is the code for the picture at p.b.i.

The first file is for the generation of the height field,
the second the scene file of the actual pic.

// ****************************** >% snip here

#include "colors.inc"

camera {location y*10
        up x
        right z 
        orthographic
        look_at 0}

#declare sea = pigment{
 average 
 pigment_map{
  [4 marble 
     color_map{
      [0 Black]
      [1 White]
     }
  ]
  [3 marble 
     color_map{
      [0 Black]
      [1 White]
     }
     scale 0.5
     rotate y*30
  ]
 }     
}


plane {y,0 
 pigment{sea turbulence 0.5}
 finish{
  ambient 1
 }
}




// -------------------------------------- >% snip
// #######################################################
// ############################### second file starts here

#include "colors.inc"


camera {location <0,3,-5>
        look_at z*10}

light_source {<0,1000,10000> White}

#declare trand = seed(6598767);

// *********************************** sky and fog


sky_sphere {pigment{cylindrical color_map{[0    AliceBlue]
                                     [0.3 LightBlue3]
                                     [0.5 CornflowerBlue1] 
                                     [0.8 RoyalBlue2]} 
                   }
           }

#declare i = 0;
#while (i < 10)
 sphere {0,30000 + i*10 
        hollow
        pigment{leopard color_map{[0.01 rgbt<1,1,1,1>]
                                  [0.1 rgbt <1,1,1,0.98>]
                                  [0.4 rgbt <1,1,1,0.94>]
                                  [0.6 rgbt <1,1,1,0.90>]
                                  [0.7 rgbt <1,1,1,0.80>]}
                turbulence 2.5
                scale 4000}
        finish{ambient 1.2
               diffuse 0.3
               reflection 0
               specular 0}
        scale <2,0.2,2>}
 #declare i = i + 1;
#end


fog {fog_type 1 distance 25000 color CornflowerBlue1}

// ********************************** half a sphere for dark water

difference{
 sphere {0,29990 hollow}
 box{<-30000,0,-30000>,30000 hollow}
 pigment{DarkBlue}
 translate y*-100
}

// ********************************** declaration of the hf

#declare surf = object{ 
 height_field{ tga "sea.tga"
  translate <-0.5,0,-0.5>
  scale <50,0.3,50>
  pigment{DarkBlue+<0,0,0,0.8>}
  finish{
   ambient 0.2
   diffuse 0.2
   reflection 0.4
   specular 0.6
   roughness 0.01
  }
 }
}

// ***************************** repetition of the hf

#declare side = 0;
#declare j = 0;
#while (j < 10)
 #declare i = 0;
 #while (i < 10)
  object{surf translate <-250 + i*50+side,0,0 + j*50>}
  #declare i = i + 1;
 #end
 #declare side = rand(trand)*50 - 25;
 #declare j = j + 1;
#end

// ********************************* red cylinder

cylinder{y*-100,y*100,1 pigment{Red} translate <5,0,20>}


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