POV-Ray : Newsgroups : povray.text.scene-files : pure pov water Server Time
28 Jul 2024 12:30:47 EDT (-0400)
  pure pov water (Message 1 to 8 of 8)  
From: Marc Schimmler
Subject: pure pov water
Date: 13 Jul 2000 15:47:17
Message: <396E1FF0.7A5B1307@ica.uni-stuttgart.de>
This is the code for the picture at p.b.i.

The first file is for the generation of the height field,
the second the scene file of the actual pic.

// ****************************** >% snip here

#include "colors.inc"

camera {location y*10
        up x
        right z 
        orthographic
        look_at 0}

#declare sea = pigment{
 average 
 pigment_map{
  [4 marble 
     color_map{
      [0 Black]
      [1 White]
     }
  ]
  [3 marble 
     color_map{
      [0 Black]
      [1 White]
     }
     scale 0.5
     rotate y*30
  ]
 }     
}


plane {y,0 
 pigment{sea turbulence 0.5}
 finish{
  ambient 1
 }
}




// -------------------------------------- >% snip
// #######################################################
// ############################### second file starts here

#include "colors.inc"


camera {location <0,3,-5>
        look_at z*10}

light_source {<0,1000,10000> White}

#declare trand = seed(6598767);

// *********************************** sky and fog


sky_sphere {pigment{cylindrical color_map{[0    AliceBlue]
                                     [0.3 LightBlue3]
                                     [0.5 CornflowerBlue1] 
                                     [0.8 RoyalBlue2]} 
                   }
           }

#declare i = 0;
#while (i < 10)
 sphere {0,30000 + i*10 
        hollow
        pigment{leopard color_map{[0.01 rgbt<1,1,1,1>]
                                  [0.1 rgbt <1,1,1,0.98>]
                                  [0.4 rgbt <1,1,1,0.94>]
                                  [0.6 rgbt <1,1,1,0.90>]
                                  [0.7 rgbt <1,1,1,0.80>]}
                turbulence 2.5
                scale 4000}
        finish{ambient 1.2
               diffuse 0.3
               reflection 0
               specular 0}
        scale <2,0.2,2>}
 #declare i = i + 1;
#end


fog {fog_type 1 distance 25000 color CornflowerBlue1}

// ********************************** half a sphere for dark water

difference{
 sphere {0,29990 hollow}
 box{<-30000,0,-30000>,30000 hollow}
 pigment{DarkBlue}
 translate y*-100
}

// ********************************** declaration of the hf

#declare surf = object{ 
 height_field{ tga "sea.tga"
  translate <-0.5,0,-0.5>
  scale <50,0.3,50>
  pigment{DarkBlue+<0,0,0,0.8>}
  finish{
   ambient 0.2
   diffuse 0.2
   reflection 0.4
   specular 0.6
   roughness 0.01
  }
 }
}

// ***************************** repetition of the hf

#declare side = 0;
#declare j = 0;
#while (j < 10)
 #declare i = 0;
 #while (i < 10)
  object{surf translate <-250 + i*50+side,0,0 + j*50>}
  #declare i = i + 1;
 #end
 #declare side = rand(trand)*50 - 25;
 #declare j = j + 1;
#end

// ********************************* red cylinder

cylinder{y*-100,y*100,1 pigment{Red} translate <5,0,20>}


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From: Alan Nickerson
Subject: Re: pure pov water
Date: 14 Jul 2000 10:31:10
Message: <396f242e$1@news.povray.org>
hmm, My colors.inc file doea not have the colors you use... LightBlue3 for
example

alan

"Marc Schimmler" <sch### [at] icauni-stuttgartde> wrote in message
news:396E1FF0.7A5B1307@ica.uni-stuttgart.de...
> This is the code for the picture at p.b.i.
>
> The first file is for the generation of the height field,
> the second the scene file of the actual pic.
>
> // ****************************** >% snip here
>
> #include "colors.inc"
>
> camera {location y*10
>         up x
>         right z
>         orthographic
>         look_at 0}
>
> #declare sea = pigment{
>  average
>  pigment_map{
>   [4 marble
>      color_map{
>       [0 Black]
>       [1 White]
>      }
>   ]
>   [3 marble
>      color_map{
>       [0 Black]
>       [1 White]
>      }
>      scale 0.5
>      rotate y*30
>   ]
>  }
> }
>
>
> plane {y,0
>  pigment{sea turbulence 0.5}
>  finish{
>   ambient 1
>  }
> }
>
>
>
> 
> // -------------------------------------- >% snip
> // #######################################################
> // ############################### second file starts here
>
> #include "colors.inc"
>
>
> camera {location <0,3,-5>
>         look_at z*10}
>
> light_source {<0,1000,10000> White}
>
> #declare trand = seed(6598767);
>
> // *********************************** sky and fog
>
>
> sky_sphere {pigment{cylindrical color_map{[0    AliceBlue]
>                                      [0.3 LightBlue3]
>                                      [0.5 CornflowerBlue1]
>                                      [0.8 RoyalBlue2]}
>                    }
>            }
>
> #declare i = 0;
> #while (i < 10)
>  sphere {0,30000 + i*10
>         hollow
>         pigment{leopard color_map{[0.01 rgbt<1,1,1,1>]
>                                   [0.1 rgbt <1,1,1,0.98>]
>                                   [0.4 rgbt <1,1,1,0.94>]
>                                   [0.6 rgbt <1,1,1,0.90>]
>                                   [0.7 rgbt <1,1,1,0.80>]}
>                 turbulence 2.5
>                 scale 4000}
>         finish{ambient 1.2
>                diffuse 0.3
>                reflection 0
>                specular 0}
>         scale <2,0.2,2>}
>  #declare i = i + 1;
> #end
>
>
> fog {fog_type 1 distance 25000 color CornflowerBlue1}
>
> // ********************************** half a sphere for dark water
>
> difference{
>  sphere {0,29990 hollow}
>  box{<-30000,0,-30000>,30000 hollow}
>  pigment{DarkBlue}
>  translate y*-100
> }
>
> // ********************************** declaration of the hf
>
> #declare surf =
ect{ 
>  height_field{ tga "sea.tga"
>   translate <-0.5,0,-0.5>
>   scale <50,0.3,50>
>   pigment{DarkBlue+<0,0,0,0.8>}
>   finish{
>    ambient 0.2
>    diffuse 0.2
>    reflection 0.4
>    specular 0.6
>    roughness 0.01
>   }
>  }
> }
> 
> // ***************************** repetition of the hf
> 
> #declare side = 0;
> #declare j = 0;
> #while (j < 10)
>  #declare i = 0;
>  #while (i < 10)
>   object{surf translate <-250 + i*50+side,0,0 + j*50>}
>   #declare i = i + 1;
>  #end
>  #declare side = rand(trand)*50 - 25;
>  #declare j = j + 1;
> #end
> 
> // ********************************* red cylinder
> 
> cylinder{y*-100,y*100,1 pigment{Red} translate <5,0,20>}


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From: Ken
Subject: Re: pure pov water
Date: 14 Jul 2000 23:04:46
Message: <396FD381.ED3339C3@pacbell.net>
Alan Nickerson wrote:
> 
> hmm, My colors.inc file doea not have the colors you use... LightBlue3 for
> example

Then you need to download and use kolors.inc instead which
coincidentally I wrote and have available on my home page.

Follow the link in my sig.

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html


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From: Marc Schimmler
Subject: Re: pure pov water
Date: 16 Jul 2000 16:47:56
Message: <397222B0.D9FEC509@ica.uni-stuttgart.de>
Alan Nickerson wrote:
> 
> hmm, My colors.inc file doea not have the colors you use... LightBlue3 for
> example
> 
> alan
> 

Yes, sorry, Ken is right. It's the kolors.inc .

Marc


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From: Alan Nickerson
Subject: Re: pure pov water
Date: 17 Jul 2000 11:10:34
Message: <397321ea$1@news.povray.org>
OK, Got it. Much better..

BTW, I ran the KOLORS.POV file, why is it so blurry?

Alan

"Ken" <tyl### [at] pacbellnet> wrote in message
news:396FD381.ED3339C3@pacbell.net...
>
>
> Alan Nickerson wrote:
> >
> > hmm, My colors.inc file doea not have the colors you use... LightBlue3
for
> > example
>
> Then you need to download and use kolors.inc instead which
> coincidentally I wrote and have available on my home page.
>
> Follow the link in my sig.
>
> --
> Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html


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From: Ken
Subject: Re: pure pov water
Date: 17 Jul 2000 12:41:34
Message: <397335DE.2A5D0ABD@pacbell.net>
Alan Nickerson wrote:
> 
> OK, Got it. Much better..
> 
> BTW, I ran the KOLORS.POV file, why is it so blurry?
> 
> Alan

Probably has to do with the finish used. Petep Popov donated that
example scene for inclusion with the .inc file and I had nothing
to do with that part. You can play with the finish statement and
get different results but you may change the colors attributes
in the process.

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Peter Popov
Subject: Re: pure pov water
Date: 17 Jul 2000 17:53:31
Message: <ovv6ns8jd10obocps115ul4htc0ro7ui2o@4ax.com>
On Mon, 17 Jul 2000 11:07:47 -0400, "Alan Nickerson"
<ani### [at] mathsoftcom> wrote:

>OK, Got it. Much better..
>
>BTW, I ran the KOLORS.POV file, why is it so blurry?

Because these are superellipsoids and not boxes. What you interpret as
a blur is actually the light falloff on the curvature of the
superellys.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG      e-mail : pet### [at] tagpovrayorg


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From: Marc Schimmler
Subject: Re: pure pov water
Date: 18 Jul 2000 06:29:01
Message: <3974316D.E20FEE0F@ica.uni-stuttgart.de>
Peter Popov wrote:
> 
> On Mon, 17 Jul 2000 11:07:47 -0400, "Alan Nickerson"
> <ani### [at] mathsoftcom> wrote:
> 
> >OK, Got it. Much better..
> >
> >BTW, I ran the KOLORS.POV file, why is it so blurry?
> 
> Because these are superellipsoids and not boxes. What you interpret as
> a blur is actually the light falloff on the curvature of the
> superellys.
> 
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] usanet
> TAG      e-mail : pet### [at] tagpovrayorg

How about an ambient level of 1 and no light_source?
Or a gradient of the ambient level from 1 to 0 ?

I had such pains after looking at the test image that I wrote
the colsort script:

http://www.ica.uni-stuttgart.de/~marc/sortcol.html

Marc

-- 
Marc Schimmler


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