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// PoVRay 3.5 Scene File " ... .pov"
// created by ...
// Date: ...
//--------------------------------------------------------------------------
#version 3.6;
global_settings { assumed_gamma 1.0 }
//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {ultra_wide_angle angle 35 // front view
location <0.0 , 3 ,-20.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_1 = camera {ultra_wide_angle angle 90 // diagonal view
location <2.0 , 2.5 ,-3.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_2 = camera {ultra_wide_angle angle 90 // right side view
location <3.0 , 1.0 , 0.0>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera {ultra_wide_angle angle 90 // top view
location <0.0 , 3.0 ,-0.001>
right x*image_width/image_height
look_at <0.0 , 1.0 , 0.0>}
camera{Camera_0}
// sun ---------------------------------------------------------------------
light_source{< 1500,2500,-2500> color White}
// COMMON GALAXY OPTIONS
#declare galaxy_colour1 = <0, 1.2, .8>;
#declare galaxy_colour2 = <0, .5, .3>;
#declare galaxy_rotate = <0, 90, 0>;
// GALAXY BACKGROUND
#declare galaxy_bgstars = 1;
#declare galaxy_bgnebula = 2 ;
#declare galaxy_nebula_sphere = 6 ;
#include "GALAXY.BG"
// GALAXY OBJECTS
#declare galaxy_object_name = "Nebula3";
#declare galaxy_cluster_name = "Star4";
#include "GALAXY.OBJ"
#declare galaxy_object_name = "Comet2";
#declare galaxy_cluster_name = "" ;
#include "GALAXY.OBJ"
// fog
---------------------------------------------------------------------
fog{fog_type 2
distance 50
color White
fog_offset 0.1
fog_alt 2.0
turbulence 0.8}
// sea ------------------------------
plane{<0,1,0>, 0
texture{ Polished_Chrome
normal {crackle 0.15
scale 0.75
turbulence 0.3
translate<-1,0,5>} }
}// end of plane
#declare Standalone = false;
#include "Geomorph_mcr22-1.pov"
#declare Random_1 = seed (71053); // Use: "rand(Random_1)"
#declare Random_2 = seed ( 4953); // Use: "rand(Random_2)"
#declare Random_3 = seed (20); // Use: "rand(Random_1)"
#declare Random_4 = seed (20); // Use: "rand(Random_2)"
#declare Random_5 = seed (2); // Use: "rand(Random_1)"
#declare Random_6 = seed (20); // Use: "rand(Random_2)"
union{
// outer loop
#declare NrX = -5; // start x
#declare EndNrX = 5; // end x
#while (NrX< EndNrX)
// inner loop
#declare NrZ = 0; // start z
#declare EndNrZ = 24; // end z
#while (NrZ< EndNrZ)
#declare Isolator = 1;
#declare Wrinklesgain = 0.1;
#declare Ripplesgain = .1;
#declare IslandShearX = rand(Random_3);
#declare IslandShearZ = rand(Random_4);
#declare Islandgain = rand(Random_5);
#declare Diameter = rand(Random_6);
Geomorph()
object{ Landscape
// translate<NrX*0.5 0.15 NrZ*0.5>}
translate< NrX*80 + 50*(-0.5+rand(Random_1)) ,
0.15 ,
NrZ*80 + 50*(-0.5+rand(Random_2))
>
scale .2
} // end
#declare NrZ = NrZ + 1; // next Nr z
#end // --------------- end of loop z
// end inner loop
#declare NrX = NrX + 1; // next Nr x
#end // --------------- end of loop x
// end of outer loop
rotate<0,0,0>
translate<0,0.0,-0.5>} // end of union
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