//tek's base scene //by tek //scene controls #if ( final_frame != 0 ) #declare fTime = 1.0*frame_number/final_frame; #else #declare fTime = 0; #end #declare fBmod = 1; #declare fGroundSphereRad = 5000; //includes #include "rad_def.inc" //global set up global_settings { max_trace_level 5//20 radiosity { //Rad_Settings(Radiosity_Default, off, off) //Rad_Settings(Radiosity_Debug, off, off) Rad_Settings(Radiosity_Fast, on, on) //Rad_Settings(Radiosity_Normal, off, off) //Rad_Settings(Radiosity_2Bounce, off, off) //Rad_Settings(Radiosity_Final, off, off) //Rad_Settings(Radiosity_OutdoorLQ, off, off) //Rad_Settings(Radiosity_OutdoorHQ, off, off) //Rad_Settings(Radiosity_OutdoorLight, off, off) //Rad_Settings(Radiosity_IndoorLQ, off, off) //Rad_Settings(Radiosity_IndoorHQ, off, off) } } #default { finish { diffuse 1/fBmod ambient 0 } } //textures //objects //the scene camera { //spherical #declare image_dim = sqrt(image_width*image_height); //kind of average dimension right x*image_width/image_dim up y*image_height/image_dim direction z*0.55 //h_angle 120*image_width/image_dim v_angle 120*image_height/image_dim //h_angle 100*image_width/image_dim v_angle 100*image_height/image_dim location <0,0,-4>*1500 + 2*y look_at y*5000 location <0,2000,-10000> look_at y*1000 translate fGroundSphereRad*y //location <0,fGroundSphereRad*2,-fGroundSphereRad*3> #declare fPosIndex = (fTime-0.5)*2; #declare fPosIndex = fPosIndex*pow(abs(fPosIndex),2-1); #declare fPosIndex = fPosIndex/2 + 0.5; location <0,fGroundSphereRad*(2+2*sin(fPosIndex*pi)),-fGroundSphereRad*6*(0.5-fPosIndex)> sky vrotate(y,<0,0,-60>) look_at y*fGroundSphereRad*1.2 } /*light_source { <-1,3,-2>*10000 rgb fBmod*1 }*/ #declare f_FunctionInY = function(x,y,z) { 0.001/(0.00000001 + sqrt(x*x + z*z)*y) } merge { sphere { <0,0,0>, fGroundSphereRad*2 } cylinder { -1000*fGroundSphereRad*y, 1000*fGroundSphereRad*y, fGroundSphereRad/2 } hollow on material { texture { pigment { rgbt 1 } } interior { media { /*scattering { 1, rgb <0.4,0.6,1.0>//<0.2,0.3,1.0> extinction 0 }*/ emission rgb <0.4,0.6,1.0> absorption 0 //method 1 //samples 3,3 //intervals 20//1 //aa_level 12 aa_threshold 1/255 variance 1/255 confidence 0.9 //jitter on density { function { f_FunctionInY(x,(sqrt(x*x+y*y+z*z)-fGroundSphereRad/1000+1)/10,z) //deform y onto ground sphere } scale 1000 poly_wave 1.2 colour_map { [0 rgb 0] [3 rgb 0.5] } } //density } //media }//interior }//material }//sphere //plane { y, 0 sphere { <0,0,0>, fGroundSphereRad pigment { rgb <1,0.9,0.8> } //finish { reflection { 0, 0.3 } } } sky_sphere { pigment { granite scale 0.04 poly_wave 20 colour_map { [0.0 rgb 0] [1.0 rgb 5] } } }