light_source { 0*x // light's position (translated below) color rgb 2.0 // light's color area_light <20, 0, 0> <0, 0, 20> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light //circular // make the shape of the light circular //orient // orient light translate <40, 40, -40> // position of light } plane { y, 0.0 hollow on material { texture { pigment { rgb <1.00, 0.95, 0.90> } } } finish { diffuse .1 specular 1 roughness .001 reflection 0.3 crand 0.02 diffuse 0.5 } } #if (off) #local Fn = function { pigment { image_map {png "dg.png" }} }; box { < 0.00, 0.00001, 0.15> // one corner position < 5.76, 4.08, -0.05> // other corner position hollow on texture { pigment {rgbt 1} finish{diffuse 0 ambient 0 specular 0}} interior { media { scattering{1, 1 extinction 1.5} intervals 1 samples 20 method 3 density { function { Fn(x,y,z).x } density_map { [0 rgb 0] [1 rgb 1] } scale <5.76, 4.08, 1> } } } } #else height_field { png "dg.png" water_level .1 pigment{rgb 1} scale <5.76,.1,4.08> rotate x*-90 } #end