POV-Ray : Newsgroups : povray.text.scene-files : Sunbeams again, script fixed Server Time
1 Nov 2024 15:28:23 EDT (-0400)
  Sunbeams again, script fixed (Message 1 to 2 of 2)  
From: Bob Hughes
Subject: Sunbeams again, script fixed
Date: 6 Apr 2000 19:05:15
Message: <38ed182b@news.povray.org>
// Persistence of Vision Ray Tracer Scene Description File
// File: mediaskies.pov
// Vers: unofficial MegaPov 0.4
// Desc: sunbeams over wetlands
// Date: 00.26
// Auth: Bob Hughes
// Mail: inv### [at] aolcom?Subject=Pov-Scene
// Note: Make the height_field first as a Png by using a command-line of
//  +W500 +H500 +A +FN +Oc:\images\wetlands_hf.png  (change all related scales
is modifying this)
// I needed to post-process this into grayscale increase contrast a lot and then
blur it some.
// The final render has the aspect ratio of 1:2 (height to width) so +w600 +h300
is needed.


#version unofficial MegaPov 0.4;


// to create the height field image say no here
#declare Go=no;


#if (Go=yes)

#declare SunDisk=
sphere {0,250 pigment {rgb <1,.9,.75>} finish {ambient 4}}

light_source {0,<1.5,1.4,1.3>
        looks_like {SunDisk}
        // spotlight radius 10 falloff 15 tightness 5
         parallel point_at <0,0,100>
  translate -9876*z rotate <158,40,0>
}

light_source {100*y,<.25,.5,.33> shadowless}

camera {
  location  <0, 19,-29>
  up y right 2*x
  angle 90
  look_at   <0, 21, 0>
}

// sphere {-10000*y,10500 pigment {rgbt 1} hollow}
fog {
        fog_type 2
        distance 1500
        color rgbft <.65,.7,.725,.33,.125>
        fog_alt 25
        fog_offset 25
        turbulence .6
        turb_depth .8
}

// sky_sphere // morning
 sphere {0,1 hollow
  pigment
  {
    gradient y
 color_map {
 [0 color rgb<.9,.7,.6>] [.3 color rgb<.3,.6,.9>] }
  }
        finish {ambient .9 diffuse .9}
  scale 10000
}

#else

// for making image to use as height field
camera {
        orthographic
  location  -1000*z
  up 500*y right 500*x
  look_at   0
}

light_source {-1000*z,1 shadowless}

#end // Go yes or no


#declare Ground=
 texture {
         pigment {crackle color_map {
        [0,.2 color rgb<.3,.5,.4> color rgb<.5,.8,.3>]
        [.2,.9 color rgb<.5,.8,.3> color rgb<.3,.9,.5>]
        } turbulence .3 }
         normal {crackle .25 turbulence .3}
         finish {diffuse .9 specular .2 roughness .08 reflection .1 crand .175}
     scale .01
 }
 texture {
         pigment {wrinkles color_map {
        [0,.2 color rgb<.3,.5,.4> color rgb<.5,.8,.3>]
        [.2,.9 color rgb<.5,.8,.3> color rgb<.3,.9,.5>]
        } turbulence .3 }
         normal {wrinkles .25 turbulence .3}
         finish {diffuse .9 specular .2 roughness .08 reflection .1 crand .175}
     scale .25
 }

#declare Shore=
 texture {
         pigment {crackle color_map {
        [0,.15 color rgb<.13,.125,.12> color rgb<.3,.25,.2>]
        [.15,.25 color rgb<.3,.25,.2> color rgb<.7,.55,.35>]
        [.25,.7 color rgb<.7,.55,.35> color rgb<.5,.3,.35>]
        } turbulence .3 }
         normal {crackle .25 turbulence .3}
         finish {ambient .2 diffuse .8 specular .3 roughness .06 reflection .125
crand .225}
     scale .01
 }

#declare Water=
 texture {
         pigment {wrinkles color_map {
        [0,.1 color rgb<.2,.25,.5> color rgb<.15,.3,.6>]
        [.1,.5 color rgb<.15,.3,.6> color rgb<.3,.5,.7>]
        } turbulence .2}
         normal {wrinkles .19 turbulence .5}
         finish {ambient .05 diffuse .5 specular .6 roughness .01 reflection .5
crand .075}
     scale .009
 }
 texture {
         pigment {crackle color_map {
        [0,.1 color rgbt<.2,.25,.5,.5> color rgbt<.15,.3,.6,.5>]
        [.1,.5 color rgbt<.15,.3,.6,.75> color rgbt<.3,.5,.7,1>]
        } turbulence .15 }
         normal {crackle .19 turbulence .5}
         finish {ambient .05 diffuse .5 specular .6 roughness .01 reflection .1
crand .15}
     scale .014
 }

#declare WaterBlank=texture {pigment {rgb 0}}


#if (Go=no)

// this creates the height_field image
plane {y,0
    texture {bozo turbulence .2 texture_map {
        [.175 WaterBlank]
        [.2 Shore]
        [.275 Ground]
    } triangle_wave scale <500,1,500> }
  rotate -90*x
}

#else

union {
height_field {png "c:\images\wetlands_hf.png"  smooth
         translate <-.5,-.01,-.5> scale <300,4,300>
    texture {bozo turbulence .2 texture_map {
        [.175 Water]
        [.2 Shore]
        [.275 Ground]
    } triangle_wave scale <300,1,300> }
}

plane {y,.01
    texture {bozo turbulence .2 texture_map {
        [.175 Water]
        [.2 Shore]
        [.275 Ground]
    } triangle_wave scale <300,1,300> }
}
 translate 250*z
}


#declare NoClouds=
texture {pigment { rgbf <1,1,1,1>}
}

#declare HighClouds=
texture {pigment {granite turbulence .3
            color_map {
                [0 rgbf <1,1,1,1>]
                [.075 rgbf <1,1,1,1>]
                [.125 rgbf <1,1,1,.33>]
                [1 rgbf <.5,.5,1,0>]
            } ramp_wave scale 3 }
}

#declare LowClouds=
texture {pigment {bozo turbulence .3
            color_map {
                [0 rgbf <1,1,1,1>]
                [.1 rgbf <1,1,1,1>]
                [.25 rgbf <1,1,1,.1>]
                [1 rgbf <1,.5,.5,0>]
            } ramp_wave scale 1.5 }
}


sphere {0, 1 hollow
        scale 10000 translate -9876*y
 texture {gradient z turbulence <.4,.6,.3>*2
         texture_map {
        [.33 HighClouds]
        [.67 LowClouds]
      //  [.9 NoClouds]
         } sine_wave scale <75,75,75>*1.333 rotate -36*y translate <250,0,125>
   warp {
    black_hole <1.25,1,1>*124, 150
    falloff 9
    strength 2
    repeat <-.1,-.01,1>*12.4
    turbulence <.125,.1,.15>*1.5
    inverse
   }
  }

    interior {
        media {
            method 3
            intervals 2
            samples 2, 3
            absorption <.067,.075,.09>*.0125
            scattering {5, <.0125,.01125,.01>*1.02 eccentricity .2
                 extinction 0.12}
            density {rgb .5}
        }
    }

 translate -25*z
}

// realistic bright rainbow
  rainbow {
    direction <.5,.5,.67>
    angle 20
    width 5
    distance 15
    color_map {
  [  0.0,0.19  color rgbt<2,0,2,1>   color rgbt<0,0,3,.975> ]
  [  0.19,0.33  color rgbt<0,0,3,.975>   color rgbt<0,2,2,.925> ]
  [  0.33,0.475  color rgbt<0,2,2,.925>  color rgbt<0,3,0,.95>]
  [  0.475,0.6  color rgbt<0,3,0,.95>  color rgbt<2,2,0,.925>]
  [  0.6,0.75  color rgbt<2,2,0,.925>  color rgbt<2.5,1.5,0,.9125>]
  [  0.75,1.0  color rgbt<2.5,1.5,0,.9125> color rgbt<3,0,0,1>]
 }
    jitter 0.02
    up <-0.25,-1,0>  // 1*y is normal up (any x value will tilt)
    arc_angle 140
    falloff_angle 60
  }

#end  // Go yes or no


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From: Bob Hughes
Subject: Re: Sunbeams again, script fixed
Date: 6 Apr 2000 19:16:24
Message: <38ed1ac8$1@news.povray.org>
Please forgive me, I posted this before with an error about the image creation
which is for the height field.  I didn't give it any lighting so it showed up
dark.  I made a change to the image resolution too so that it gets done quicker.
Hopefully the other posting will cancel like I told it to do.  Sorry for the
trouble.
Hopefully now it'll be okay.  I bet many of you have or would have figured it
out on your own though.
Thankfully Rick Adams emailed me about the problem, I hadn't rerendered this
scene file until now.  I simply left that light out when making it easy to do
that part.  But I also noticed I forgot to put the WaterBlank replacement
texture in for it too.  It seemed so simple nothing could go wrong.
If my head weren't bolted down tight...

Bob


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