// PoVRay 3.6 Scene File " ... .pov" // created by ... // date ... //-------------------------------------------------------------------------- #version 3.6; global_settings { assumed_gamma 1.0 } //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_0 = camera {ultra_wide_angle angle 35 // front view location <1.0 , 1.0 ,-37.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {ultra_wide_angle angle 90 // diagonal view location <2.0 , 2.5 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_2 = camera {ultra_wide_angle angle 90 // right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {ultra_wide_angle angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_0} // sun --------------------------------------------------------------------- // sleeps!!!! light_source{<1500,2500,-2500> color White} // sky --------------------------------------------------------------------- light_source{ <-1000, 800, 3000> color White looks_like{ sphere{ <0,0,0>,300 texture{ pigment{ color White } normal { bumps 0.5 scale 50 } finish { ambient 0.8 diffuse 0.2 phong 1 } } // end of texture } // end of sphere } //end of looks_like } //end of light_source // sky -------------------------------------------------------------------- // the dark blue plane{ <0,1,0>,1 hollow texture{ pigment { color rgb <0.20, 0.20, 1.0> } finish { ambient 0.25 diffuse 0 } } scale 10000} // fog --------------------------------------------------------------------- fog{ fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 2.0 turbulence 0.8 } // ground ------------------------------------------------------------------ plane { <0,1,0>, 0 texture { pigment{color rgb<0.35,0.65,0.0>} normal {bumps 0.75 scale 0.015 } finish {ambient 0.1 diffuse 0.8 } } } //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #declare pumpkinufo = union { #declare Ball = union{ sphere{<0,0,0>,0.25 scale <1,1,1> rotate<0,0,0> translate<0,0,0> texture{pigment{color rgb<1,0.3,0>} finish {ambient 0.15 diffuse 0.85 phong 1}}} translate <0,0,-.5>} union{ #local Nr = 0; // start #local EndNr = 20; // end #while (Nr< EndNr) object{Ball translate<1,0.25,0> rotate<0,Nr * 360/EndNr,0>} #local Nr = Nr + 1; // next Nr #end // --------------- end of loop rotate<0,0,0> translate<0,.7,0>} // end of union #include "shapes_lo.inc" object { Egg_Shape (1.15,1.55) texture{pigment{color rgb<1,0.3,0>} finish {ambient 0.15 diffuse 0.85 phong 1}}} rotate <0,0,0> scale <.4,.4,.4> translate< 0, 3.2, -5> } // end of object ------------------------------------ #declare Random_1 = seed (71053); // Use: "rand(Random_1)" union{ #declare Nr = -8; // start #declare EndNr = 8; // end #while (Nr< EndNr+1) object{pumpkinufo translate< Nr*1, 5*rand(Random_1) ,0> } // end of sphere ---------------------- #declare Nr = Nr + 1; // next Nr #end // --------------- end of loop rotate<0,0,0> translate<0,0,0> } // end of union // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color rgb 1.0 // light's color area_light <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light circular // make the shape of the light circular orient // orient light translate <40, 80, -100> // position of light } #include "OLIVE.inc" #include "TOMTREE.inc" #declare olivetree = union{ object { TREE scale 4 translate<0,0,4> } } olivetree union {olivetree translate<10,0,20>} union {olivetree translate<-12,0,30>} #include "blob_man.inc" #include "default.pos" #declare Skin_Tex= texture{pigment{color rgb<1,0.3,0>} finish {ambient 0.15 diffuse 0.85 phong 1}} #declare Man= union{ Blob_Man(1,0.5,1,<.75,1,1>,0,0,0,<.5,.5,.5>,0,0) object {BlobMan translate Origin_RL+<0,1.3,0>} scale <.01,.01,.01> translate<0,-.15,0> } #declare Random_1 = seed (41053); // Use: "rand(Random_1)" union{ #declare Nr = -10; // start #declare EndNr = 10; // end #while (Nr< EndNr+1) object{pumpkinufo translate< Nr*1, 5*rand(Random_1) ,0> } // end of sphere ---------------------- #declare Nr = Nr + 1; // next Nr #end // --------------- end of loop rotate<0,0,0> translate<0,-2.1,-5> } // end of union #declare Random_1 = seed (31053); // Use: "rand(Random_1)" #declare Random_2 = seed ( 2953); // Use: "rand(Random_2)" union{ // outer loop #declare NrX = -5; // start x #declare EndNrX = 5; // end x #while (NrX< EndNrX) // inner loop #declare NrZ = 0; // start z #declare EndNrZ = 10; // end z #while (NrZ< EndNrZ) object{Man // translate} translate< NrX*2 + 2*(-0.5+rand(Random_1)) , 0.15 , NrZ*2 + 2*(-0.5+rand(Random_2)) > } // end of sphere #declare NrZ = NrZ + 1; // next Nr z #end // --------------- end of loop z // end inner loop #declare NrX = NrX + 1; // next Nr x #end // --------------- end of loop x // end of outer loop rotate<0,0,0> translate<0,0.0,-0.5>} // end of union union{ // outer loop #declare NrX = -5; // start x #declare EndNrX = 5; // end x #while (NrX< EndNrX) // inner loop #declare NrZ = 0; // start z #declare EndNrZ = 10; // end z #while (NrZ< EndNrZ) object{Man // translate} translate< NrX*2 + 2*(-0.5+rand(Random_1)) , 0.15 , NrZ*2 + 2*(-0.5+rand(Random_2)) > } // end of sphere #declare NrZ = NrZ + 1; // next Nr z #end // --------------- end of loop z // end inner loop #declare NrX = NrX + 1; // next Nr x #end // --------------- end of loop x // end of outer loop rotate<0,0,0> translate<0,0.0,-20>} // end of union union { // CREATE CITY AND SAVE TO FILE #declare debug_progress = true; #declare city_block_count = 20; #declare traffic_spacing = 1; #declare city_macro_file = "FILECITY.MCR" #declare city_output_file = "MYCITY.INC" #if (file_exists ("MYCITY.INC")) #include "MYCITY.INC" #else #include "CITY.INC" #end translate<0,0,700>} union{ // outer loop #declare NrX = -5; // start x #declare EndNrX = 5; // end x #while (NrX< EndNrX) // inner loop #declare NrZ = 0; // start z #declare EndNrZ = 10; // end z #while (NrZ< EndNrZ) object{Man // translate} translate< NrX*2 + 2*(-0.5+rand(Random_1)) , 0.15 , NrZ*2 + 2*(-0.5+rand(Random_2)) > } // end of sphere #declare NrZ = NrZ + 1; // next Nr z #end // --------------- end of loop z // end inner loop #declare NrX = NrX + 1; // next Nr x #end // --------------- end of loop x // end of outer loop rotate<0,0,0> translate<0,0.0,-35>} // end of union