POV-Ray : Newsgroups : povray.text.scene-files : Return of the Beach, by Kevin Wampler Server Time
31 Oct 2024 14:12:53 EDT (-0400)
  Return of the Beach, by Kevin Wampler (Message 1 to 7 of 7)  
From: Bob Hughes
Subject: Return of the Beach, by Kevin Wampler
Date: 15 Feb 2000 13:49:17
Message: <38a99fad@news.povray.org>
// Ctrl-A, Ctrl-C, Ctrl-V this message for fastest copy and paste
// This scene needs Superpatch (or MegaPov) to render
// Kevin Wampler kev### [at] tapestrytucsonazus
// scene changes made by Bob Hughes inv### [at] aolcom
// Beach and Water, Aug 14, 1999 and Feb 15, 2000
// Note: bounded_by was changed to contained_by for the isosurfaces

#version unofficial MegaPov 0.4;

// 0 for the original scene, 1 for my changed scene.
#declare WhichBeach = 0;

#switch (WhichBeach)
#case (0)

camera {

  location  <-2, 3, -6>*4
  direction 2.0*z
  up        y
  right     4/3*x
  look_at   <0, 3,  0>
}

light_source {
  0*x
  color rgb <1,1,1>
  translate <-2000, 4000, -3000>

}

sky_sphere {
  pigment
  {
    gradient y
    color_map { [0.0 color rgb <0.7,0.7,1.0>] [1.0 color blue 0.5] }
  }
}

plane {
  y, -50
  texture { pigment { color rgb <1,.9,.8> } }
}

cylinder {
  <3,-10,15> <3,5,15>, 1
  texture {
    pigment { color rgb <1,1,1> }
    normal { wrinkles .1 scale <.1,1,.1> }
    finish { specular .2 roughness .035 }
  }
}

// ************************ Sand****************************

#declare Sand = function { y+.2*z+noise3d(x/10,0,z/10) }

#declare Sandtex = texture { pigment { color rgb <1,.9,.8> } }

isosurface {
  function { Sand }
  max_gradient 5
  contained_by { box { <-1000,-11,-1000>, <1000,2,1000> } }
  texture { Sandtex }
}

// ************************ Water***************************

#declare Waves = function { pigment {
  marble
  color_map {
    [ 0 rgb 0 ]
    [ 1 rgb 1 ]
  }
  scale 3
} }

#declare Water2 = function {
.2*(-y+1)*noise3d(.5*x,.5*y,.5*z)^2+.04*noise3d(2*x,2*y,(2*y+1)*z) }

#declare Water = function {
y-Waves(.1*x+.25*y,y,z)^2+.005*noise3d(1*x,1*y,3*z)-Water2(x,y,z) }

#declare Sea = texture {
  pigment { color rgbt <1,1,1,1> }
  finish { specular .5 roughness .005 reflection_type 1 }
}

#declare Foam = texture {
  pigment {
    crackle
    color_map {
      [ 0 color rgbt <1,1,1,0> ]
      [ 1 color rgbt <1,1,1,.6> ]
    }
    turbulence .5
    scale .5
  }
  normal { bumps .2 scale .1 }
  finish { specular .5 roughness .005 }
}

#declare Watertex = texture {
  function { max(0,min(1,Sand(x,y,z))) }
  texture_map {
    [ 0 Foam ]
    [ .5 Sea ]
    [ 1 Sea ]
  }
}

#declare Waterint = interior {
  ior 1.33 caustics 10
  fade_distance 3 fade_power 2
}

isosurface {
  function { Water(x,y,z) }
  max_gradient 10
  contained_by { box { <-1000,-100,-1000>, <1000,2,1000> } }
  texture { Watertex rotate <0,-90,0> }
  interior { Waterint }
  rotate <0,90,0>
  hollow
}

#break
#case (1)

// &&&&&&&&&&&&&&&& changed script version &&&&&&&&&&&&&&&

global_settings {
        assumed_gamma 2.4
        ambient_light <1.25,1.33,1.5>
        max_trace_level 5
}

camera {

  location  <-2, 3, -6>*4
 // direction 2.0*z
  angle 67
  up        y
  right     4/3*x
  look_at   <0, 3,  0>
}

light_source {
  0*x
  color rgb <1,.925,.85>*1.33
  translate <0, 0, -999>
 rotate <30,-100,0>
}

sphere {0,1
  pigment {
    gradient y
    color_map {
     [0.0 color rgb <0.85,0.825,.875>][0.05 color rgb <0.65,0.85,1.0>]
     [0.2 color rgb <0.4,0.65,.9>][1.0 color rgb <.35,.5,.7>]
      }
  }
   finish {ambient .9 diffuse .1}
  scale 1000 hollow
}

// undisturbed ground fog
fog {
  fog_type   2
  distance   667
  color      rgbft <0.925,0.875,0.9,.4,.6>
  fog_offset 3
  fog_alt    9
}

plane {
  y, -50
  texture { pigment { color rgb <1,.9,.8> } }
}

cylinder {
  -10*z,5*z, 1
  texture {
    pigment { wood octaves 2 omega .6 lambda 1.4 turbulence .2 frequency 6
        color_map {
                [0,.25 color rgb <.2,.15,.1> color rgb <.3,.25,.05>]
                [.25,.75 color rgb <.45,.275,.1> color rgb <.3,.125,.075>]
                 } }
    normal { wood .9 scale <.15,.15,1> }
    finish { specular .2 roughness .035 } rotate <0,0,0> scale 3
  }
 rotate -90*x translate <10,0,20>
}

cylinder {
  -10*z,5*z, 1
  texture {
    pigment { wood octaves 2 omega .6 lambda 1.4 turbulence .2 frequency 6
        color_map {
                [0,.25 color rgb <.2,.15,.1> color rgb <.3,.25,.05>]
                [.25,.75 color rgb <.45,.275,.1> color rgb <.3,.125,.075>]
                 } }
    normal { wood .9 scale <.15,.15,1> }
    finish { specular .2 roughness .035 } rotate <0,0,90> scale 3
  }
 rotate -90*x translate <10,0,7.5>
}

cylinder {
  -10*z,5*z, 1
  texture {
    pigment { wood octaves 2 omega .6 lambda 1.4 turbulence .2 frequency 6
        color_map {
                [0,.25 color rgb <.2,.15,.1> color rgb <.3,.25,.05>]
                [.25,.75 color rgb <.45,.275,.1> color rgb <.3,.125,.075>]
                 } }
    normal { wood .9 scale <.15,.15,1> }
    finish { specular .2 roughness .035 } rotate <0,0,-90> scale 3
  }
 rotate -90*x translate <10,0,-5>
}

cylinder {
  -10*z,5*z, 1
  texture {
    pigment { wood octaves 2 omega .6 lambda 1.4 turbulence .2 frequency 6
        color_map {
                [0,.25 color rgb <.2,.15,.1> color rgb <.3,.25,.05>]
                [.25,.75 color rgb <.45,.275,.1> color rgb <.3,.125,.075>]
                 } }
    normal { wood .9 scale <.15,.15,1> }
    finish { specular .2 roughness .035 } rotate <0,0,0> scale 3
  }
 rotate -90*x translate <20,0,20>
}

cylinder {
  -10*z,5*z, 1
  texture {
    pigment { wood octaves 2 omega .6 lambda 1.4 turbulence .2 frequency 6
        color_map {
                [0,.25 color rgb <.2,.15,.1> color rgb <.3,.25,.05>]
                [.25,.75 color rgb <.45,.275,.1> color rgb <.3,.125,.075>]
                 } }
    normal { wood .9 scale <.15,.15,1> }
    finish { specular .2 roughness .035 } rotate <0,0,90> scale 3
  }
 rotate -90*x translate <20,0,7.5>
}

cylinder {
  -10*z,5*z, 1
  texture {
    pigment { wood octaves 2 omega .6 lambda 1.4 turbulence .2 frequency 6
        color_map {
                [0,.25 color rgb <.2,.15,.1> color rgb <.3,.25,.05>]
                [.25,.75 color rgb <.45,.275,.1> color rgb <.3,.125,.075>]
                 } }
    normal { wood .9 scale <.15,.15,1> }
    finish { specular .2 roughness .035 } rotate <0,0,-90> scale 3
  }
 rotate -90*x translate <20,0,-5>
}

// **************************Sand***************************

#declare Sand = function { y+.2*z+noise3d(x/10,0,z/10) }

#declare Sandtex =
// texture { pigment { color rgb <1,.9,.8> } // beige sand
//  finish { ambient .15 diffuse .75 phong .2 phong_size 123 crand .03 }
// }
 texture { pigment { color rgb <.98,.95,.93> } // white sand
  finish { ambient .175 diffuse .725 phong .25 phong_size 123 crand .0333 }
}


isosurface {
  function { Sand }
  max_gradient 5
  contained_by { box { <-1000,-11,-1000>, <1000,2,1000> } }
  texture { Sandtex }
}

// ***********************Water************************

#declare Waves = function { pigment {
  marble turbulence .1
  color_map {
    [ 0 rgb 0 ]
    [ 1 rgb 1 ]
  }
  scale 3
} }

#declare Water2 = function {
.2*(-y+1)*noise3d(.5*x,.5*y,.5*z)^2+.04*noise3d(2*x,2*y,(2*y+1)*z) }

#declare Water = function {
y-Waves(.1*x+.25*y,y,z)^2+.005*noise3d(1*x,1*y,3*z)-Water2(x,y,z) }

#declare Sea = texture {
  pigment { color rgbft <.85,.95,.975,.5,.8> }
  finish { ambient .2 diffuse .5 specular .5 roughness .005
         reflection_type 1 reflection_min .1 reflection_max .7
          }
}

#declare Foam = texture {
  pigment {
    crackle
    color_map {
      [ 0 color rgbt <1.3,1.3,1.3,0> ]
      [ 1 color rgbt <1,1,1,.6> ]
    }
    turbulence .5
    scale .5
  }
  normal { bumps .2 scale .1 }
  finish { ambient .25 diffuse .7 specular .25 roughness .0075 }
}

#declare Watertex = texture {
  function { max(0,min(1,Sand(x,y,z))) }
  texture_map {
    [ 0 Foam ]
    [ .5 Sea ]
    [ 1 Sea ]
  }
}

#declare Waterint = interior {
  ior 1.33 caustics 2
  fade_distance 4 fade_power 2 fade_color <.6,.85,.775>*.3
}

isosurface {
  function { Water(x,y,z) }
  max_gradient 10
  contained_by { box { <-1000,-100,-1000>, <1000,2,1000> } }
  texture { Watertex rotate <0,-90,0> }
  interior { Waterint }
  rotate <0,90,0>
 // hollow
}

// ship
union {
        difference {
prism {
    conic_sweep
    cubic_spline
    .25,
    1,
    8,
    <4,-6>, <3,4>, <-2,2>, <-7,0>, <-2,-2>, <3,-4>, <3,4>, <-5,6>
}
sphere {<0,.5,-.5>,4 inverse}

    pigment {gradient y
        color_map {
                 [.67 color rgb <.095,.095,.095>]
                 [.67 color rgb <.95,.095,.095>]
                 [.75 color rgb <.95,.095,.095>]
                 [.75 color rgb <.95,.95,.95>]
    } }
    normal {radial .1 frequency 32 ramp_wave}
     finish {ambient .5 diffuse .5 specular .3 roughness .015 metallic .4
brilliance 2
         reflection <.01,.015,.02>}
     scale <1,3,.75>*2 rotate 90*y
  }
cylinder {-z,z,1 scale <7.5,7.5,12>*.25
    pigment {gradient y
        color_map {
                 [.25 color rgbt <.095,.095,.095,1>]
                 [.25 color rgb <.95,.95,.95>]
                 [.75 color rgb <.95,.95,.95>]
                 [.75 color rgbf <.5,.75,.95,.9>]
    } }
     normal {radial .1 frequency 32 ramp_wave}
     finish {ambient .25 diffuse .5 specular .3 roughness .015 metallic .4
brilliance 2
         reflection <.01,.015,.02>} translate <0,6.67,2>
}
cylinder {0,y,1
    pigment {gradient y
        color_map {
                 [.25 color rgb <.95,.95,.95>]
                 [.25 color rgb <.095,.095,.095>]
                 [.75 color rgb <.095,.095,.095>]
                 [.75 color rgb <.95,.095,.095>]
    } }
     normal {radial .1 frequency 32 ramp_wave}
     finish {ambient .25 diffuse .5 specular .3 roughness .015 metallic .4
brilliance 2
         reflection <.01,.015,.02>}
      scale <3,10,2.5>*.25 rotate 30*x translate <0,7.5,2.5>
}
cone {0,1,y,4 hollow
    pigment {gradient y turbulence .1
        color_map {
                 [.25 color rgbft <.125,.125,.125,1,.75>]
                 [.5 color rgbft <.25,.25,.25,.75,.75>]
                 [.75 color rgbft <.33,.33,.33,.5,.85>]
                 [1 color rgbft <.5,.5,.5,0,1>]
    } scale 1.05}
     normal {granite 1 scallop_wave scale .5}
     scale <3,100,3>*.25 rotate 60*x translate <0,10,3>
}

 rotate <0,70,0> translate <-125,-2,750>
}

#break
#end

//  omniVerse http://users.aol.com/persistenceofv/all.htm


Post a reply to this message

From: Sander
Subject: Re: Return of the Beach, by Kevin Wampler
Date: 15 Feb 2000 15:50:45
Message: <38a9bc25@news.povray.org>
Bob, as soon as I have arrived at the sealevel (horizon), the rendering
becomes very slow and the sea is completely black. What do I do wrong?

--
Regards,
Sander


Bob Hughes <omn### [at] hotmailcom?subject=PoV-News:> schreef in
berichtnieuws 38a99fad@news.povray.org...
> // Ctrl-A, Ctrl-C, Ctrl-V this message for fastest copy and paste
> // This scene needs Superpatch (or MegaPov) to render
> // Kevin Wampler kev### [at] tapestrytucsonazus
> // scene changes made by Bob Hughes inv### [at] aolcom
> // Beach and Water, Aug 14, 1999 and Feb 15, 2000
> // Note: bounded_by was changed to contained_by for the isosurfaces
>
> #version unofficial MegaPov 0.4;
>
> // 0 for the original scene, 1 for my changed scene.


Post a reply to this message

From: Bob Hughes
Subject: Re: Return of the Beach, by Kevin Wampler
Date: 15 Feb 2000 19:27:39
Message: <38a9eefb@news.povray.org>
It's slow to render no matter what you do, especially at the horizon.  I almost
put a note warning of that but neglected to do so.  I'd suggest you try no
higher than 160x120 resolution at first and do not use AA.
It shouldn't be blacked out except that the original scene, which is what it's
set up to do, is much darker.
I guess it's possible that the max_trace_level isn't set at the default if you
were rendering the original scene too.  I only put the global_settings into the
section for my changed scene to be sure it has the default 5 set there, if any
lower it begins to darken the ocean.
Anyway, it sounds to me like you were rendering my scene anyhow so I can't
imagine what would be wrong then as long as the max_trace_level is upward of 4
or 5.  I just rendered both here again to make sure I didn't go wrong with the
message posting and it is okay still.
If all else fails I would like to see a tiny render of it (even a tiny 80x60
should show okay) if you could send by email please.  It really shouldn't render
it wrong.

Bob

"Sander" <san### [at] stolscom> wrote in message news:38a9bc25@news.povray.org...
| Bob, as soon as I have arrived at the sealevel (horizon), the rendering
| becomes very slow and the sea is completely black. What do I do wrong?
|
| --
| Regards,
| Sander
|
|
| Bob Hughes <omn### [at] hotmailcom?subject=PoV-News:> schreef in
| berichtnieuws 38a99fad@news.povray.org...
| > // Ctrl-A, Ctrl-C, Ctrl-V this message for fastest copy and paste
| > // This scene needs Superpatch (or MegaPov) to render
| > // Kevin Wampler kev### [at] tapestrytucsonazus
| > // scene changes made by Bob Hughes inv### [at] aolcom
| > // Beach and Water, Aug 14, 1999 and Feb 15, 2000
| > // Note: bounded_by was changed to contained_by for the isosurfaces
| >
| > #version unofficial MegaPov 0.4;
| >
| > // 0 for the original scene, 1 for my changed scene.
|
|
|


Post a reply to this message

From: Bob Hughes
Subject: Re: Return of the Beach, by Kevin Wampler
Date: 15 Feb 2000 20:01:35
Message: <38a9f6ef@news.povray.org>
I was just realizing what Sander was probably trying to tell me now.  Black at
the horizon because the render is so slow at that point it seems to stop.
To remedy this you could comment out the reflection line in the Sea texture.
Well, maybe remedy isn't the best word... more like speed things up a lot.  Less
than 2/3 the original render time.  The water will darken and lose some of it's
good looks but it is definitely faster.
Btw, I'm only talking about my changed scene not the original scene.

Bob

"Bob Hughes" <omn### [at] hotmailcom?subject=PoV-News:> wrote in message
news:38a9eefb@news.povray.org...
| It's slow to render no matter what you do, especially at the horizon.  I
almost
| put a note warning of that but neglected to do so.  I'd suggest you try no
| higher than 160x120 resolution at first and do not use AA.
| It shouldn't be blacked out except that the original scene, which is what it's
| set up to do, is much darker.
| I guess it's possible that the max_trace_level isn't set at the default if you
| were rendering the original scene too.  I only put the global_settings into
the
| section for my changed scene to be sure it has the default 5 set there, if any
| lower it begins to darken the ocean.
| Anyway, it sounds to me like you were rendering my scene anyhow so I can't
| imagine what would be wrong then as long as the max_trace_level is upward of 4
| or 5.  I just rendered both here again to make sure I didn't go wrong with the
| message posting and it is okay still.
| If all else fails I would like to see a tiny render of it (even a tiny 80x60
| should show okay) if you could send by email please.  It really shouldn't
render
| it wrong.
|
| Bob
|
| "Sander" <san### [at] stolscom> wrote in message news:38a9bc25@news.povray.org...
| | Bob, as soon as I have arrived at the sealevel (horizon), the rendering
| | becomes very slow and the sea is completely black. What do I do wrong?
| |
| | --
| | Regards,
| | Sander
| |
| |
| | Bob Hughes <omn### [at] hotmailcom?subject=PoV-News:> schreef in
| | berichtnieuws 38a99fad@news.povray.org...
| | > // Ctrl-A, Ctrl-C, Ctrl-V this message for fastest copy and paste
| | > // This scene needs Superpatch (or MegaPov) to render
| | > // Kevin Wampler kev### [at] tapestrytucsonazus
| | > // scene changes made by Bob Hughes inv### [at] aolcom
| | > // Beach and Water, Aug 14, 1999 and Feb 15, 2000
| | > // Note: bounded_by was changed to contained_by for the isosurfaces
| | >
| | > #version unofficial MegaPov 0.4;
| | >
| | > // 0 for the original scene, 1 for my changed scene.
| |
| |
| |
|
|


Post a reply to this message

From: Sander
Subject: Re: Return of the Beach, by Kevin Wampler
Date: 21 Feb 2000 06:16:52
Message: <38b11ea4@news.povray.org>
Stupid me: I forgot to set the quality to a sufficiently high value. Now it
renders perfectly!

--
Regards,
Sander


Bob Hughes <omn### [at] hotmailcom?subject=PoV-News:> schreef in
berichtnieuws 38a9f6ef@news.povray.org...
> I was just realizing what Sander was probably trying to tell me now.
Black at
> the horizon because the render is so slow at that point it seems to stop.
> To remedy this you could comment out the reflection line in the Sea
texture.
> Well, maybe remedy isn't the best word... more like speed things up a lot.
Less
> than 2/3 the original render time.  The water will darken and lose some of
it's
> good looks but it is definitely faster.
> Btw, I'm only talking about my changed scene not the original scene.


Post a reply to this message

From: Bob Hughes
Subject: Re: Return of the Beach, by Kevin Wampler
Date: 21 Feb 2000 06:51:22
Message: <38b126ba@news.povray.org>
I don't touch the +q or Quality= unless I absolutely have too  ;-)

Bob

"Sander" <san### [at] stolscom> wrote in message news:38b11ea4@news.povray.org...
| Stupid me: I forgot to set the quality to a sufficiently high value. Now it
| renders perfectly!


Post a reply to this message

From: Nieminen Juha
Subject: Re: Return of the Beach, by Kevin Wampler
Date: 21 Feb 2000 07:03:02
Message: <38b12976@news.povray.org>
Bob Hughes <omn### [at] hotmailcom?subject=pov-news:> wrote:
: I don't touch the +q or Quality= unless I absolutely have too  ;-)

  Me too. I usually use the mosaic preview (+sp4) for fast previews.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.