// Persistence of Vision Ray Tracer Scene Description File // File: waves_test02a // Desc: waves.inc water wave simulation test scene // Date: November 2001 // Auth: Christoph Hormann #version 3.5; global_settings { assumed_gamma 1.0 max_trace_level 10 } #include "colors.inc" camera { location <-1.1, -0.6, 0.15> direction y sky z up z right (4/3)*x look_at <0.0, 0.0, 0.05> angle 43 } light_source { <-8.0, 6.2, 4.5> color rgb 1.3 } #declare Scale_Z = 0.02; #declare M_Watx = material { texture { pigment { color rgbt <0.4,0.5,0.3, 0.9> } finish { diffuse 0.5 ambient 0.0 reflection { 0.05, 1.0 fresnel on } conserve_energy specular 0.4 roughness 0.003 } } interior { ior 1.33 fade_distance 0.5 fade_power 1001 } } #include "waves.inc" isosurface { function { z - Waves(0, 4.4, 0, 250) * Scale_Z*0.15 } max_gradient 2 //contained_by { box { <-1.01, -1.01, -0.81>, <1.01, 1.01, 0.1> } } contained_by { box { <-1001, -1001, -0.81>, <1001, 1001, 0.08> } } material { M_Watx } hollow on photons { target reflection on collect off } } cylinder { -z, z*0.35, 0.2 translate <0.2, -0.2, 0> texture { pigment { color rgb <0.9, 0.88, 0.85> } } } plane { z, -1 texture { pigment { color rgb <0.9, 0.88, 0.85> } } hollow on } fog{ fog_type 2 fog_alt 0.4 fog_offset 0.4 color rgbt <0.85,0.9,1.0, 0.0> distance 300 up z } sphere { <0, 0, 0>, 1 texture { pigment { gradient z color_map { [0.0 color rgb < 0.680, 0.735, 0.976 >] [0.2 color rgb < 0.350, 0.500, 0.950 >] } } finish { diffuse 0 ambient 1 } } scale<1000, 1000, 200> no_shadow hollow on }