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// Persistence of Vision Ray Tracer Scene Description File
// File: isowater test scene
// Vers: MegaPOV
// Desc: Ridged Multifractal Isosurfave Water and sand bed
// Date: 5-1--00
// Auth: Kevin Ellis
// Mail: kev### [at] libertysurfcouk
// Webp: http://web.libertysurf.co.uk/kevin.ellis
// Note: This scene looks much better with radiosity turned on
// The current Radiosity settings are low because of my P133 machine
// For even more realism add some reflection blur, but only if you
have a cray machine
#version unofficial Megapov 0.6;
#declare Rad=1; // Radiosity on or off, much, much better with it on
global_settings {
#if(Rad)
ini_option "+QR"
radiosity{ // Low Quality
pretrace_start 0.08
pretrace_end 0.04
count 45 // CHANGE range from 20 to 150
nearest_count 5 // CHANGE range from 3 to 10
error_bound 1 // CHANGE range from 1 to 3
recursion_limit 1 // CHANGE
low_error_factor .5 // leave this
gray_threshold 0.0 // leave this
minimum_reuse 0.015 // leave this
brightness 1 // leave this
adc_bailout 0.01/2 // CHANGE use adc_bailout = 0.01 /
brightest_ambient_object
normal on
media on
}
#end
max_trace_level 10 // depends on how many 'waves' the ray passes through,
lower values for more vertical viewpoints
}
#if(Rad)
default {
finish {ambient 0}
}
#end
camera {
location < -0.1863 , 0.566185 ,-0.6 >
look_at < -0.1863 , 0.466185 , 0 >
//rotate <0,45,0>
}
light_source {
<-20000,10000,-3000>
rgb <1,0.99,0.95>*1.5
}
sky_sphere {
pigment {rgb <0.4,0.6,0.8>}
}
#macro InvVector(Vector) // Makes Media easier to set up
<1/(Vector.x),1/(Vector.y),1/(Vector.z)>
#end
#declare Func1=
function {
"ridgedmf" <0.95,1.2,8,0.9,20>
}
//water
isosurface {
function
{y-0.013*Func1((x+8)*5,y,(z+8)*5)-0.001*Func1((x+8)*25,y,(z+8)*25)-0.25} //
water plane at a height of y=0.25
contained_by {
box {
<-3000,-1,-3000>
<3000,0.3,3000>
}
}
material {
texture {
pigment {rgbf <1,1,1,0.95>}
finish {
reflection_type 1
reflection_max 0.912
reflection_min 0.106
reflection_falloff 2
conserve_energy
specular 0.8
roughness 0.02
brilliance 3.22
}
}
interior {
ior 1.33
media {
absorption InvVector(<0.2,0.769,0.72>) // Water Color
method 2
intervals 1
density {
rgb 0.01
}
}
}
}
hollow
}
// Sand bed
isosurface {
function {y-0.006*Func1((x+8)*3,y,(z+8)*3)} // Sand plane at height y=0
contained_by {
box {
<-3000,-2,-3000>
<3000,0.05,3000>
}
}
pigment {rgb <0.7,0.69,0.5>*1.6}
normal {bumps 0.5 scale 0.0001}
finish {specular 1 roughness 0.02}
}
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