// Persistence of Vision Ray Tracer Scene Description File // File: sunset.pov // Vers: MegaPOV 0.6a // Desc: First attempt at a 'realistic' scene. // Date: 4 January 2001 // Auth: Alan Holding - manhog@lineone.net // Set-ups #version unofficial MegaPOV 0.6; global_settings {assumed_gamma 1.8} background {rgb <0.2,0.2,0.4>} // Atmospherics. // The sky is made up of two rescaled hollow spheres. // One is inside the other, but both enclose the heightfield. fog {fog_type 1 rgb <0.4,0.4,0.8> distance 1000} sphere { y 2002 pigment { wrinkles colour_map { [0.0 rgbf <1,1,1,1>] [0.4 rgbf <1,1,1,1>] [0.5 rgbf <1,1,1,0.6>] [0.6 rgbf <1,1,1,0.2>] [1.0 rgbf <1,1,1,0>] } turbulence 0.05 scale 500 } finish {ambient 0 diffuse 0.25} hollow on scale <1,0.25,1> } sphere { y 1502 pigment { wrinkles colour_map { [0.0 rgbf <1,1,1,1>] [0.4 rgbf <1,1,1,1>] [0.5 rgbf <1,1,1,0.6>] [0.6 rgbf <1,1,1,0.2>] [1.0 rgbf <1,1,1,0>] } turbulence 0.15 scale 500 } finish {ambient 0 diffuse 1} hollow on no_shadow scale <1,0.25,1> } // Camera // I usually render my images in Cinemascope, a ratio of 2.35:1. // Render this as 800 width, 340 height to see what I mean. camera { location <800,55,-900> right x*image_width up y*image_height angle 65 look_at <5,-30,-10> perspective } // Lights #declare sun_pos=<-50,150,2700>; // focus_pos was where my robot stood in the image posted to povray.binaries.images. // I'll get round to finishing him someday... #local focus_pos=<530,30.25,-800>; light_source {sun_pos rgb <2,1.25,0.5> glow {type 0 size 75 radius 4000 fade_power 2}} glow {type 0 location sun_pos color rgb <1,1,0> size 100 radius 1000 fade_power 2} light_source {sun_pos rgb <1,0.9,0.7>*200 spotlight point_at focus_pos radius 50 falloff 300 tightness 1} light_source {<500,100,0>*3 rgb 0.2 shadowless} // Texture for the heightfield - code would get very messy otherwise! // PLEASE NOTE: The colours in the colour_map were stolen from Ken Tyler's // kolors.inc include file. They are known in that file as Goldenrod1 -> 4. // Put them here as rbg vectors as not sure if *you've* got kolors.inc. 8O) #local txt_landscape=texture { pigment { bozo colour_map { [0.0 rgb <0.8516, 0.6445, 0.1250>] [0.2 rgb <0.9297, 0.7031, 0.1367>] [0.3 rgb <1.0000, 0.7539, 0.1445>] [0.8 rgb <0.8008, 0.6055, 0.1133>] [1.0 rgb <0.8516, 0.6445, 0.1250>] } turbulence 0.01 scale 50 } normal {granite 0.75 scale 25 turbulence 0.05} } // Heightfield // Change size_of_pattern for more detailed heightfield: // 200 is quick but rough, 5000 is slow but nice. #local size_of_pattern=500; #local hf_scale=0.5; #local seeder=seed(2058); #local looper=0; #local no_of_interpolations=30; #local quick_hf=height_field { pattern size_of_pattern,size_of_pattern { hf_gray_16 wrinkles colour_map { #while (looper scale <2000,35,2000> } // Action! #version 3.1; object {quick_hf} // End of scene file.