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Here's the scene file as requested:
--------------------------------------------------------------------
// PoVRay 3.6 Scene File " ... .pov"
// created by ...
// Date: ...
//--------------------------------------------------------------------------
#version 3.6;
global_settings { assumed_gamma 1.0 }
//--------------------------------------------------------------------------
global_settings { assumed_gamma 1.7 }
global_settings { noise_generator 1 }
#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"
#include "chesspieces.inc"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {ultra_wide_angle angle 35 // front view
location <0.0 , 7.0 ,-60.0>
right x*image_width/image_height
look_at <0 , 4.0 , 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>}
#declare Camera_anim = camera {
angle 35
location <30.0 , 10.0 ,-100.0>
right x*image_width/image_height
look_at <0, 10, 0>
rotate <0,360*(clock+0.10),0>
}
#declare Radiosity=on;
global_settings {
assumed_gamma 1.0
//max_trace_level 25
#if (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]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}
#end
}
camera{Camera_anim}
// sun ---------------------------------------------------------------------
light_source{< 1500,2500,-2500> color White}
// sky ---------------------------------------------------------------------
// STARFIELD
#declare star_count = 2000;
#declare star_scale = .5;
#include "GALAXY.SF"
#declare galaxy_seed = 1;
#declare star_count = 500;
#declare star_type = 3;
#declare star_colour = <1, .9, .7>;
#declare star_scale = .3;
#include "GALAXY.SF"
// PINK NEBULA
#declare galaxy_colour1 = <1.2, 1, 1.1>;
#declare galaxy_colour2 = <1, .3, .6>;
#declare galaxy_pattern_origin = x * 1;
#declare galaxy_turb_origin = x * -4;
#declare galaxy_object_name = "Nebula3"
#declare galaxy_object_scale = 1.75;
#declare galaxy_object_position = <-5, 5, 0>;
#declare galaxy_cluster_name = ""
#include "GALAXY.OBJ"
// BLUE NEBULA
#declare galaxy_colour1 = <.5, .9, 1.2>;
#declare galaxy_colour2 = <.1, .3, .5>;
#declare galaxy_pattern_origin = x * -20;
#declare galaxy_object_name = "Nebula2"
#declare galaxy_object_scale = 1.2;
#declare galaxy_object_position = <10, -12, 0>;
#include "GALAXY.OBJ"
// fog ---------------------------------------------------------------------
fog{fog_type 2
distance 50
color White
fog_offset 0.1
fog_alt 2.0
turbulence 0.8}
// ground ------------------------------------------------------------------
plane{ <0,1,0>, 0
texture{ pigment{ checker color White color Black }
finish { ambient 0.1 diffuse 0.9 phong 1 }
rotate<0,0,0> scale 0.25 translate<0,0,0>
} // end of texture
scale<40,40,40>
} // end of plane
//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
//--------------------------------------------------------------------------
//----------- rocket ----------------------------
#declare rocketflame=
union {
/* Rocket Nozzle */
#declare N=
function {
(sin(0.667*pow(x,4))-pow(1.04*pow(x,2),1.12)-pow(y,2)-pow(z,2)+0.4)-0.0333*x
}
#declare Nozzle=
isosurface {
function {
abs(N(x,y,z))-0.03
}
contained_by {
box {<-1.4,-0.75,-0.75>,<-0.125,0.75,0.75>}
}
max_gradient 2
//all_intersections
texture {
pigment {
gradient x
color_map { // nozzle's heated colors
[0 color rgb 0.5]
[0.3 color rgb <5,0.5,0>]
[1 color rgb <8,5,0.5>]
}
scale 1.1
}
normal {
gradient x 0.6 scallop_wave scale 0.05
}
finish {
ambient 0.05 diffuse 0.3 specular 0.5 roughness 0.01
}
}
scale <1.5,1,1> //translate x
}
/* Exhaust Plume */
#declare S=
density {
function {N(x,y,z)}//spherical
density_map {
[0 rgb 0]
[0.0125 rgb <0.1,0.3,0.9>]
[0.1 rgb <0.1,0.3,0.9>*0.02]
[0.6 rgb <0.1,0.3,0.9>*0.06]
[1 rgb <0.1,0.3,0.9>]
}
translate -x/6
}
#declare GS=
density {
gradient x
density_map {
[0 S]
[0.5 rgb 0]
}
}
#declare C=
density {
cylindrical
density_map {
[0.1 rgb 0]
[0.25 rgb <0.9,0.3,0.6>*0.25]
[0.5 rgb <0.9,0.3,0.6>*2]
[0.75 rgb <0.9,0.3,0.6>*0.25]
[0.9 rgb 0]
}
poly_wave 0.8
warp {turbulence <0.2+0.1*clock,0,0.2+0.1*clock>}
warp {repeat y/4 flip y}
warp {turbulence <0.2,0,0.2>*clock}
scale <1/3-0.15*clock,1/3,1/3-0.15*clock> //rotate 90*z
}
#declare G=
density {
gradient y
density_map {
[0.1 rgb 0]
[0.2 rgb 0.05]
[0.5 C]
[0.6 C]
[0.8 rgb 0.05]
[0.9 rgb 0]
}
poly_wave 0.4 frequency 8
}
#declare GC=
density {
cylindrical
density_map {
[0.25 rgb 0]
[0.75 G]
[1 rgb 0]
}
rotate 90*z
}
#declare X=
function(x) {x}
#declare Exhaust=
sphere {
0,1
scale <0.5,1,1> translate -0.5*x
pigment {
color rgbt 1
}
interior {
media {
samples 15
emission 1.5
density {
function {abs(X(x))}
density_map {
[0 rgb 0]
[0.5 GC]
[0.75 GS]
}
}
}
media {
samples 15
absorption 0.5
density {
function {abs(X(x))}
density_map {
[0 rgb 0]
[0.5 GC]
[0.75 GS]
}
}
}
}
scale <12,1.5+1.5*clock,1.5+1.5*clock> translate <11.2+0.4*clock,0,0>
hollow
}
/* Finished Nozzle */
union {
object {
Nozzle
}
object {
Exhaust
}
translate -3*x
rotate 75*clock*y
}
rotate <-90,0,0>
}
union {
union {Queen
texture{ Gold_Metal
finish { ambient 0.15 diffuse 0.85 phong 0.1 }
scale 0.5
} // end of texture ---------------------------
}
object {rocketflame rotate<0,0,-90> scale 2 translate<0,-7,0>}
rotate <-20,0,10> translate <10,14,0>
}
union {
union {Queen
texture{ Silver_Metal
finish { ambient 0.15 diffuse 0.85 phong 0.1 }
scale 0.5
} // end of texture ---------------------------
}
object {rocketflame rotate<0,0,-90> scale 2 translate<0,-7,0>}
rotate <-10,0,5> translate <5,12,-30>
}
union{
union {Rook
texture{ Silver_Metal
finish { ambient 0.15 diffuse 0.85 phong 1 }
scale 0.5
}
}
object {rocketflame rotate<0,0,-90> scale 2 translate<0,-7,0>}
translate <-10,6,0> rotate<30,0,-20>
}
union{
union {King
texture{ Gold_Metal
finish { ambient 0.15 diffuse 0.85 phong 0.1 }
scale 0.5
} // end of texture ---------------------------
}
object {rocketflame rotate<0,0,-90> scale 2 translate<0,-7,0>}
translate <-20,8,10>
}
union{
union {Bishop
texture{ Silver_Metal
finish { ambient 0.15 diffuse 0.85 phong 0.1 }
scale 0.5
} // end of texture ---------------------------
}
object {rocketflame rotate<0,0,-90> scale 2 translate<0,-7,0>}
translate <-30,4,20> rotate<40,0,0>
}
union{
union {King
texture{ Silver_Metal
finish { ambient 0.15 diffuse 0.85 phong 0.1 }
scale 0.5
} // end of texture ---------------------------
}
object {rocketflame rotate<0,0,-90> scale 2 translate<0,-7,0>}
translate <15,18,30>
}
union{
union {Bishop
texture{ Gold_Metal
finish { ambient 0.15 diffuse 0.85 phong 0.1 }
scale 0.5
} // end of texture ---------------------------
}
object {rocketflame rotate<0,0,-90> scale 2 translate<0,-7,0>}
translate <-30,25,-55> rotate<-40,0,0>
}
union {Knight
texture{ Gold_Metal
finish { ambient 0.15 diffuse 0.85 phong 0.1 }
scale 0.5
} // end of texture ---------------------------
translate <-2,0,-65> rotate<0,70,0>
}
//----------------- pawns ----------------------------
#declare Pawns= union{
Pawn
texture{ Gold_Metal
finish { ambient 0.15 diffuse 0.85 phong 0.1 }
scale 0.5
} // end of texture ---------------------------
}
#declare Pawnss= union{
Pawn
texture{ Silver_Metal
finish { ambient 0.15 diffuse 0.85 phong 0.1 }
scale 0.5
} // end of texture ---------------------------
}
#declare Random_1 = seed (71053); // Use: "rand(Random_1)"
#declare Random_2 = seed ( 4953); // Use: "rand(Random_2)"
union{
// outer loop
#declare NrX = -1; // start x
#declare EndNrX = 2; // end x
#while (NrX< EndNrX)
// inner loop
#declare NrZ = 0; // start z
#declare EndNrZ = 3; // end z
#while (NrZ< EndNrZ)
object{ Pawns
// translate<NrX*0.5 0.15 NrZ*0.5>}
translate< NrX*25 + 25*(-0.5+rand(Random_1)) ,
0.15 ,
NrZ*25 + 25*(-0.5+rand(Random_2))
>
} // end of sphere
#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,-50>} // end of union
#declare Random_1 = seed (71053); // Use: "rand(Random_1)"
#declare Random_2 = seed ( 4953); // Use: "rand(Random_2)"
union{
// outer loop
#declare NrX = -1; // start x
#declare EndNrX = 2; // end x
#while (NrX< EndNrX)
// inner loop
#declare NrZ = 0; // start z
#declare EndNrZ = 3; // end z
#while (NrZ< EndNrZ)
object{ Pawnss
// translate<NrX*0.5 0.15 NrZ*0.5>}
translate< NrX*25 + 25*(-0.5+rand(Random_1)) ,
0.15 ,
NrZ*25 + 25*(-0.5+rand(Random_2))
>
} // end of sphere
#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<0,0.0,100>} // end of union
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