// PoVRay 3.5 Scene File "waves_abstract1.pov" // created by: Ian Gilmour (ian@igilmour.freeserve.co.uk) // Date: 29-July-04 //-------------------------------------------------------------------------- #declare SHOW_RADIOSITY = on; #version 3.5; global_settings { max_trace_level 20 #if (SHOW_RADIOSITY) radiosity { pretrace_start 0.08 // start pretrace at this size pretrace_end 0.04 // end pretrace at this size count 35 // higher -> higher quality (1..1600) [35] nearest_count 5 // higher -> higher quality (1..10) [5] error_bound 1.8 // higher -> smoother, less accurate [1.8] recursion_limit 3 // how much interreflections are calculated (1..5+) [3] low_error_factor .5 // reduce error_bound during last pretrace step gray_threshold 0.0 // increase for weakening colors (0..1) [0] minimum_reuse 0.015 // reuse of old radiosity samples [0.015] brightness 1 // brightness of radiosity effects (0..1) [1] adc_bailout 0.01/2 normal on // take surface normals into account [off] media on // take media into account [off] } #end } //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "transforms.inc" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_0 = camera {ultra_wide_angle angle 35 // front view location <0.0 , .5 ,-3> right x*image_width/image_height look_at <0.0 , .5 , 0.0>} camera{Camera_0} // sun --------------------------------------------------------------------- light_source{< 1500,2500,-2500> color White} // sky --------------------------------------------------------------------- sky_sphere { pigment { gradient <0,1,0> color_map { [0.00 rgb <1.0,1.0,1.0>] [0.30 rgb <0.0,0.1,1.0>] [0.70 rgb <0.0,0.1,1.0>] [1.00 rgb <1.0,1.0,1.0>] } scale 2 } // end of pigment } //end of skysphere // fog --------------------------------------------------------------------- fog{fog_type 2 distance 50 color White fog_offset 0.1 fog_alt 2.0 turbulence 0.8} //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- #include "shapesq.inc" object{ Glob_5 sturm material{ texture { pigment { color rgbt <0.4,0.4,0.4, 0.9> } finish {ambient 0.15 diffuse 0.85 phong 1} } // end of texture interior{ I_Glass} // end of interior } // end of material ------------------- rotate <0,0,-90> rotate <180,0,0> scale<1,1,1> translate<0,1,0> } // ---------------------------------- end of object // water #if (1) #declare Scale_Z = 0.02; #declare M_Watx = material { texture{ Polished_Chrome normal {crackle 0.15 scale <0.35,0.25,0.25> turbulence 0.5 } finish {ambient 0.1 diffuse 0.7 reflection 0.60} } } #include "waves.inc" // from Christoph Hormann's http://www-public.tu-bs.de:8080/~y0013390/pov/water/water_inc.html #declare MAX_WAVES = 40; #declare fn_Water= function { Waves(pi/2, 5.2, clock*7, 700) * 0.024 + 0.5 } #declare Siz=100; #declare Height=-1; height_field { function 300, 300 { fn_Water(x, y, 0) } smooth rotate <-90,0,0> translate <-0.5,-0.5,0.5> scale rotate <-90,90,0> translate <0,0,0> material { M_Watx } hollow on } #end