|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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>}
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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>}
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|