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// 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
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