#declare T_Beach= texture { pigment { color rgb <1, 1, 0.5> } finish { ambient 0.05 diffuse 1 brilliance 0.25 } } #declare T_Meadow= texture { pigment { color rgb <0.1, 0.7, 0.2> } finish { ambient 0.05 diffuse 1 brilliance 0.5 } } #declare T_Forest= texture { pigment { color rgb <0, 0.5, 0.2> } finish { ambient 0.05 diffuse 1 brilliance 0.42 } } #declare T_Shrub= texture { pigment { color rgb <0.65, 0.78, 0.2> } finish { ambient 0.05 diffuse 1 brilliance 0.31 } } #declare T_Rock= texture { pigment { color rgb 0.7 } finish { ambient 0.05 diffuse 1 brilliance 0.5 } } #declare T_Snow= texture { pigment { color rgb 1 } finish { ambient 0.05 diffuse 1 brilliance 0.18 } } #declare TM_Shore= texture { slope { <0, -1, 0> } texture_map { [0 T_Beach ] [0.035 T_Beach ] [0.036 T_Forest ] [0.4 T_Forest ] [0.4 T_Rock ] [0.5 T_Rock ] } } #declare TM_Lowlands= texture { slope { <0, -1, 0> } texture_map { [0 T_Meadow ] [0.06 T_Meadow ] [0.065 T_Forest ] [0.4 T_Forest ] [0.4 T_Rock ] [0.5 T_Rock ] } } #declare TM_Highlands= texture { slope { <0, -1, 0> } texture_map { [0 T_Forest ] [0.4 T_Forest ] [0.4 T_Rock ] [0.5 T_Rock ] } } #declare TM_SubAlpine= texture { slope { <0, -1, 0> } texture_map { [0 T_Shrub ] [0.4 T_Shrub ] [0.4 T_Rock ] [0.5 T_Rock ] } } #declare TM_Alpine= texture { slope { <0, -1, 0> } texture_map { [0 T_Snow ] [0.4 T_Snow ] [0.4 T_Rock ] [0.5 T_Rock ] } } #declare TMM_Tasmania= texture { gradient y texture_map { [0 TM_Shore] [3 TM_Shore] [3 TM_Lowlands] [200 TM_Lowlands] [200 TM_Highlands] [600 TM_Highlands] [600 TM_SubAlpine] [1200 TM_SubAlpine] [1200 TM_Alpine] } turbulence 0.06 octaves 8 } #declare sea= // code by Christoph Hormann, slightly modified material { texture { pigment { color rgbt <1, 1, 1, 1> } finish { diffuse 0 reflection { <0.03, 0.03, 0.04>, <0.75, 0.75, 1> exponent 1.2 falloff 5 fresnel on } phong 1 phong_size 2500000 } normal { bozo 1.5 bump_size 0.5 scale 0.00000013 } } interior { ior 1.34 } } sky_sphere { pigment { gradient y color_map { [0 rgb <0.7, 1, 1>] [0.15 rgb <0, 0.7, 1>] [0.3 rgb <0, 0.4, 1>] [1 rgb <0, 0.4, 1>] } } } light_source { <0, 400000, 300000> color rgb 1 } #declare hf=2; #switch(hf) #case (0) #declare file="arg06_a.tga"; #declare xdim=1000; #declare zdim=1000; #declare sc=<5000, 3000, 5000>; #declare xsc=5; #break #case (1) #declare file="afgand1.tga"; #declare xdim=1000; #declare zdim=1000; #declare sc=<111305.555, 9270, 111305.555>; #declare xsc=111.305555; #break #case (2) #declare file="s44e146_patched.png" #declare xdim=1200; #declare zdim=1200; #declare sc=<111305.555, 9270, 111305.555>; #declare xsc=sc.x/xdim; #declare tr=<0, -422, 0>; #break #end #declare terrain= height_field { png file smooth double_illuminate scale sc translate tr } plane { y, 0.001 texture { pigment { color rgb <0, 0, 0.3> } } } plane { y, 0.01 material { sea } } object { terrain texture { TMM_Tasmania } } #declare xpos=667; #declare zpos=640; #declare h=500; #declare dir=45; #declare azi=-15; #declare tracebas=; #declare camPos=trace(terrain, tracebas, y)+y*h; #declare camLook=camPos+; camera { location camPos look_at camLook }