#version unofficial MegaPov 0.6; #include "blitz.pov" // Demofile for lighnings and a test of my multiplane-clouds ... camera { location <0,10,0> look_at <0,10,20> angle 90 } /*camera { location <0,1000,0> look_at <0,10,20> angle 120 } */ global_settings { max_trace_level 32 assumed_gamma 4.5 radiosity { brightness 1.2 count 8 recursion_limit 4 } } #declare SunAlt=60; //Height of Sun in Degrees #declare SunPos=10; //Pos of Sun in Degrees (Rotation around Y-Axis) #declare LightDist=10000; // Distance of The Lightsources from <0,0,0> (its not wrong to make it big) #declare Sunlight_Interference=1; // Spreading of the RGB-Channels ... #declare LightSpread=LightDist/1000*Sunlight_Interference; #declare LightPos= vrotate(<0,LightDist,0>,(90-SunAlt)*x+SunPos*y); #declare sd=seed(42); light_source { LightPos+ color <2.0,0.1,0.1> } light_source { LightPos+<-LightSpread,LightSpread,0> color <0.1,2.0,0.1> } light_source { LightPos+<0,LightSpread,-LightSpread> color <0.1,0.1,2.0> } sky_sphere { pigment { gradient y color_map { [ 0.0 rgbft <0.854133, 0.908804, 1.0, 0.0, 0.0> ] [ 1.0 rgbft <0.729133, 0.824724, 1.0, 0.0, 0.0> ] } } pigment { wood color_map { [ 0.00 rgbft <1.0, 1.0, 1.00, 0.0, 0.0> ] // Line used to create a Spot and align he Sun-Cenbter [ 0.01 rgbft <1.0, 1.0, 1.00, 0.0, 0.0> ] [ 0.1 rgbft <1.0, 1.0, 0.98, 0.0, 0.0> ] [ 0.3 rgbft <0.7708, 0.918817, 1.0, 0.0, 0.864567> ] [ 1.00 rgbft <0.7708, 0.918817, 1.0, 0.0, 1.0> ] } scale <2, 2, 1> rotate (-SunAlt)*x + SunPos*y } } fog { fog_type 2 distance 70 color rgb <0.96,0.98,1.0>*0.2 fog_offset 0 fog_alt 4 } fog { fog_type 1 distance 350 color rgb <0.92,0.96,1.0>*0.55 fog_offset 0 fog_alt 2 } union { sphere { // ground 0,1000 } #declare I=100; #while (I>0) #declare I=I-1; #declare p=; sphere {p,50 pigment { gradient y color_map { [0.0 rgb <0.3, 0.4, 0.2>] [0.2 rgb <0.3, 0.4, 0.2>] [0.4 rgb <1.0, 1.0, 1.0>] [1.0 rgb <1.0, 1.0, 1.0>] } scale <1,50,1> } scale <0.5,130*rand(sd)+100,0.5> translate y*(rand(sd)*20-10) } #end texture { pigment {color rgb <0.3, 0.4, 0.2> } finish { ambient 0.25 diffuse 0.75 } } scale <1,0.008,1> translate <0,-8,0> } #declare I=5; // Number of Cloud-Layers (more -> darker) union { #while (I>0) #declare I=I-1; sphere { //clouds ... 0,2000+I*5 scale <2,0.04,2> translate <0,-20,0> hollow } #end texture { pigment { bozo color_map { [ 0.00 rgbft <1.00, 1.00, 1.00, 0.00, 1.0> ] [ 0.60 rgbft <1.00, 1.00, 1.00, 0.00, 1.0> ] [ 0.65 rgbft <1.00, 1.00, 1.00, 0.01, 1.0> ] [ 0.70 rgbft <0.90, 0.95, 1.00, 0.02, 0.96> ] [ 1.00 rgbft <1.00, 0.97, 1.00, 0.01, 0.95> ] } turbulence <0.7, 0.7, 0.7> ramp_wave scale 100 } finish { ambient rgb <0.65, 0.60, 0.70>*0.3 } } } //union sphere {<0,0,45> 10 pigment{rgb 0} finish{reflection 1} scale <1,0.4,1> translate <0,0.2,0>} // to see something $i=10; // Number of Lightnings .. #while (i>0) $i=i-1; $sp=<-50,80,100>+(*2-<1,0.01,0.5>)*80; //blitz(org,start,dir ,lowpt ,turb,branch_prob,branch_try,maxiter,dpth,lastpt) blitz(sp, sp ,3*-y,sp-sp.y,0.6 ,0.1 ,1 ,50 ,0 ,sp) #end