|
|
|
|
|
|
| |
| |
|
|
From: Bob H
Subject: ridged multifractal w. slope-dependent texture
Date: 18 Jan 2001 05:17:27
Message: <3a66c2b7@news.povray.org>
|
|
|
| |
| |
|
|
// Persistence of Vision Ray Tracer Scene Description File
// File: rmfsdflyover.pov
// Date: 2000.56, 2001.05
// Auth: Bob Hughes
// Mail: inv### [at] aolcom?Subject=PoV-Scene
// Desc: MegaPOV's ridged multifractal with slope dependent texturing
// Note: use MegaPov 0.4+ and render with aspect ratio of 1.667:1 (for example
166x100)
#version unofficial MegaPov 0.6;
#declare Part=1;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
// variables for changing seasons
#declare _C_=.25; // snow
#declare _Cw_=.9; // water ice
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
global_settings {
assumed_gamma 3
ambient_light .9
max_trace_level 4
number_of_waves 4
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
#switch (Part)
#case (1)
// camera path variables for animation
#declare CamSpos=
spline {
cubic_spline
0,<.1,.167,-9>
.1,<.15,.29,-8.75>
.175,<.225,.33,-8.5>
.225,<.5,.425,-8.125>
.5,<0,.4125,-7>
.775,<-.5,.425,-6>
.875,<-.2,.3,-5.5>
.925,<-.125,.125,-5.25>
1,<-.05,.02,-5>
}
#declare CamSpnt=
spline {
cubic_spline
0,<.1,.2,-8.5>
.1,<.15,.35,-8>
.225,<.475,.275,-7.5>
.33,<.225,.225,-7>
.5,<0,.25,-6.75>
.775,<-.475,.275,-5.5>
.9,<-.133,.2,-5>
.95,<-.1,.125,-4.75>
1,<-.05,.02,-4.5>
}
#declare CamSup=
spline {
cubic_spline
0,<0,1,0>
.067,<.075,.9,-.0125>
.1,<.1,.9,-.025>
.2,<.075,.925,-.095>
.275,<.1,.9,-.133>
.325,<-.125,.875,-.1>
.5,<0,1,0>
.725,<-.1,.875,.1>
.775,<.2,.75,.25>
.9,<-.075,.867,0>
.975,<.025,.9,.025>
1,<0,1,0>
}
#declare clock_type="W" // zero one zero
#declare clock_repeat=1;
#include "clockmod.inc"
#declare _mCw_=mclock;
#declare clock_type="S" // zero one
#declare clock_repeat=1;
#include "clockmod.inc"
#declare _mCs_=mclock;
#declare clock_type="D" // zero one
#declare clock_combine="W"
#declare clock_repeat=1;
#declare clock_start=0;
#declare clock_finish=.05;
#include "clockmod.inc"
#declare _mCc_=mclock;
#declare clock_type="A" // zero one
#declare clock_repeat=1;
#declare clock_start=0;
#declare clock_finish=.15;
#include "clockmod.inc"
#declare _mCa_=mclock;
#declare clock_type="O" // zero one negative one zero
#declare clock_repeat=1;
#include "clockmod.inc"
#declare _mCo_=mclock;
#declare _CtLb_=_mCw_;
#declare _CtRb_=_mCw_;
#declare _CtLf_=_mCw_;
#declare _CtRf_=_mCw_;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
#declare Tracking=clock;
#switch (Tracking)
#range (0,.05)
camera {
location CamSpos (_mCs_)+<-.01,.0015,-.0161>
right x*1.66667 up y*1
sky CamSup (_mCs_)
angle 67
look_at CamSpnt (_mCs_)+<0,-.075,0>}
#break
#range (.05,.15)
camera {
location CamSpos (_mCs_)+<-.018,.0015,-.0161>
right x*1.66667 up y*1
sky CamSup (_mCs_)
angle 67
look_at CamSpnt (_mCs_)+<1,-.075,-.5>}
#break
#range (.15,.333)
camera {
location CamSpos (_mCs_)+<-.01,.0015,-.0161>
right x*1.66667 up y*1
sky CamSup (_mCs_)
angle 67
look_at CamSpnt (_mCs_)+<0,-.025,0>}
#break
#range (.333,.667)
camera {
location CamSpos (_mCs_)+<-.018,.0015,-.0161>
right x*1.66667 up y*1
sky CamSup (_mCs_)
angle 67
look_at CamSpnt (_mCs_)+<1,-.05,-.67>}
#break
#range (.667,.75)
camera {
location CamSpos (_mCs_)+<-.01,.0015,-.0161>
right x*1.66667 up y*1
sky CamSup (_mCs_)
angle 67
look_at CamSpnt (_mCs_)+<0,-.075,0>}
#break
#range (.75,.925)
camera {
location CamSpos (_mCs_)+<-.018,.0015,-.0161>
right x*1.66667 up y*1
sky CamSup (_mCs_)
angle 67
look_at CamSpnt (_mCs_)+<1,-.075,-.5>}
#break
#range (.925,1)
camera {
location CamSpos (_mCs_)+<-.01,.0015,-.0161>
right x*1.66667 up y*1
sky CamSup (_mCs_)
angle 67
look_at CamSpnt (_mCs_)+<0,-.075,0>}
#break
#end
#break
#case (2)
camera {
location <-.1,.0175+(.0125*_mCd_),-4.933>
right x*1.66667 up y*1
//sky CamSup (_mCs_)
angle 67
look_at <-.0125+(.0025*_mCd_),.028-(.006*_mCd_),-5>
}
#break
#end
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
// sunlight and skylight
light_source {<-500,250,333> rgb <1.75,1.67,1.5>}
light_source {<0,100,0> rgb <.0125,.05,.15>*1.5 shadowless}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
// slope dependent texturing
#declare Snow=
texture {pigment {rgb <.96,.97,.99>*1.1}
normal {wrinkles .4 ramp_wave turbulence .3 scale .039}
finish {ambient .35 diffuse .425 specular .125 roughness .1}
}
#declare Snow2=
texture {pigment {rgb <.98,.97,.96>}
normal {wrinkles .3 ramp_wave turbulence .25 scale .036}
finish {ambient .325 diffuse .4 specular .15 roughness .075}
}
#declare Rock=
texture {pigment {crackle turbulence .2 color_map {
[0 color rgb <.75,.75,.75>]
[1 color rgb <.67,.67,.67>*.8]
}}
normal {crackle .6 turbulence .2}
finish {ambient .125 diffuse .3 specular .05 roughness .6}
scale .016
}
#declare Rock2=
texture {pigment {crackle turbulence .4 color_map {
[0 color rgb <.8,.775,.75>]
[1 color rgb <.75,.7,.67>*.8]
}}
normal {crackle .9 turbulence .4}
finish {ambient .15 diffuse .25 specular .05 roughness .6}
scale .018
}
#declare Dirt=
texture {pigment {crackle turbulence .5 color_map {
[0 color rgb <.6,.5,.4>*.8]
[1 color rgb <.625,.525,.45>]
}}
normal {crackle 1.5 turbulence .5}
finish {ambient .2 diffuse .7 specular .075 roughness .1}
scale .009
}
#declare Dirt2=
texture {pigment {spotted turbulence .5 color_map {
[0 color rgb <.5,.475,.35>*1.6]
[1 color rgb <.55,.525,.4>*1.3]
}}
normal {spotted .25 turbulence .5}
finish {ambient .2 diffuse .7 specular .075 roughness .1}
scale .007
}
#declare Trees=
texture {pigment {bumps turbulence .6 color_map {
[.3 color rgb <.15,.425,.4>]
[.5 color rgb <.3,.5,.425>]
}}
normal {bumps 1.3 turbulence .6}
finish {ambient .125 diffuse .8 specular .1 roughness .3}
scale .003
}
#declare Trees2=
texture {pigment {bumps turbulence .7 color_map {
[.3 color rgb <.25,.55,.3>]
[.5 color rgb <.375,.6,.2>]
}}
normal {bumps 1.2 turbulence .7}
finish {ambient .15 diffuse .7 specular .15 roughness .2}
scale .00275
}
#declare Grass=
texture {pigment {dents turbulence .3 color_map {
[0 color rgb <.4,.7,.3>]
[1 color rgb <.45,.55,.25>]
}}
normal {dents .6 turbulence .3}
finish {ambient .175 diffuse .8 specular .075 roughness .075}
scale .00225
}
#declare Grass2=
texture {pigment {bozo turbulence .3 color_map {
[0 color rgb <.6,.5,.2>*1.3]
[1 color rgb <.55,.45,.15>*1.2]
}}
normal {bozo .6 turbulence .3}
finish {ambient .175 diffuse .8 specular .075 roughness .075}
scale .002
}
#declare TerrainTex1=
texture {
slope -y, y, <0,.25>, <0,1>
texture_map {
[.0225 Dirt2]
[.03-(.05*_C_) Grass]
[.035-(.01*_C_) Trees2]
[.04+(.133*_C_) Trees]
[.05+(.149*_C_) Trees2]
[.07+(.133*_C_) Grass2]
[.1+(.199*_C_) Dirt2]
[.15+(.15*_C_) Dirt]
[.199+(.2*_C_) Rock2]
[.2+(.55*_C_) Rock2]
[.25+(.445*_C_) Snow2]
[.425+(.2725*_C_) Snow]
[.925-(.2225*_C_) Snow]
[.933-(.15*_C_) Rock]
} rotate -5*z
}
#declare H = .3; // roughening<>smoothing
#declare Lacunarity = 4; // roughening<>smoothing
#declare Octaves = 6; // smoothing<>roughening
#declare Offset = .45; // height
#declare Gain= 1.9; // smoothing<>roughening
#declare F0=function{"ridgedmf",<H, Lacunarity, Octaves,Offset, Gain>
}
#declare Fs=function{pigment {spotted turbulence .5 color_map {[0 color rgb .67][1
color rgb .75]} scale .03}
}
// mountains
isosurface {
function {y-(F0(x,y/1.5,z)*(noise3d(x*.1,y*.125,z*.1)/.333))*(Fs)}
eval
accuracy 0.0005
contained_by{box{<-12, 0, -12>, <12, .45, 12>}}
texture {TerrainTex1}
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
// lakes
#declare W1=
texture {pigment {ripples phase clock turbulence .5-(.25*_Cw_) frequency 3 color_map {
[0 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(1.5-(1*_Cw_))]
[1 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(2.5-(2*_Cw_))]
}scale .01}
normal {ripples .05-(.033*_Cw_) phase clock turbulence .75-(.25*_Cw_) scale
.005-(.00125*_Cw_) scallop_wave}
finish {ambient .25-(.2*_Cw_) diffuse 1-(.75*_Cw_) specular .75 roughness .005 phong
.075 phong_size 10
reflection_type 0 reflection_min .03*(10*_Cw_) reflection_max .09*(10*_Cw_)
reflection_falloff 1
reflection_exponent .67 conserve_energy}
scale .125
translate <-.05,.015,-5+(.05*clock)>
}
#declare W2=
texture {pigment {crackle turbulence .5-(.25*_Cw_) color_map {
[0 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(1.5-(1*_Cw_))]
[1 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(2.5-(2*_Cw_))]
}scale .05}
normal {bozo .067-(.05*_Cw_) phase clock turbulence .25-(.25*_Cw_) scale
.005-(.00125*_Cw_) scallop_wave}
finish {ambient .25-(.2*_Cw_) diffuse 1-(.75*_Cw_) specular .75 roughness .005 phong
.075 phong_size 10
reflection_type 0 reflection_min .03*(10*_Cw_) reflection_max .09*(10*_Cw_)
reflection_falloff 1
reflection_exponent .67 conserve_energy}
scale .25
// translate <-.05,.015,-5+(.05*clock)>
}
#declare W3=
texture {pigment {crackle turbulence .5-(.25*_Cw_) color_map {
[0 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(1.5-(1*_Cw_))]
[1 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(2.5-(2*_Cw_))]
}scale .005}
normal {wrinkles .075-(.067*_Cw_) phase clock turbulence .25-(.125*_Cw_) scale
.0025-(.00125*_Cw_)
triangle_wave}
finish {ambient .25-(.2*_Cw_) diffuse 1-(.75*_Cw_) specular .75 roughness .005 phong
.075 phong_size 10
reflection_type 0 reflection_min .03*(10*_Cw_) reflection_max .07*(10*_Cw_)
reflection_falloff 1
reflection_exponent .67 conserve_energy}
scale .5
// translate <-.05,.015,-5+(.05*clock)>
}
#declare Water= material {
texture {bozo turbulence 1.5 frequency 1 texture_map {
[.15 W1]
[.2+(.0033*_mCo_) W2]
[.4+(.0033*_mCo_) W2]
[.45+(.005*_mCo_) W3]
[1+(.005*_mCo_) W3]
} scale .125}
interior {fade_distance .01 fade_power 1000 fade_color <.5,.6,.8>}
}
box {<-12,-.001,-12>,<12,.015,12>
material {Water}
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
sky_sphere {
pigment {gradient y
color_map {
[0 color rgb<.3,.55,1>*1.1]
[.125 color rgb<.675,.725,.775>*1.3]
[.133 color rgb<.25,.625,.85>*1.2]
[.2 color rgb<.25,.625,.85>*1.1]
[.5 color rgb<.15,.35,.7>]
} turbulence .01 scale <.1,1,.1>}
}
fog {
fog_type 2
distance 1.25//+(.75*_mCd_)
color rgb <.4,.5,.6>*1.67
fog_alt .1125
fog_offset .015
}
// omniVerse http://users.aol.com/persistenceofv/all.htm
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
this locks nice, I tried to render it here, but do not have "clockmod.inc"
do you know where it is available?
"Bob H."
<per### [at] aolcom?subject=PoV-News:%20&body=Relating%20to%20POV-Ray:>
wrote in message news:3a66c2b7@news.povray.org...
> // Persistence of Vision Ray Tracer Scene Description File
> // File: rmfsdflyover.pov
> // Date: 2000.56, 2001.05
> // Auth: Bob Hughes
> // Mail: inv### [at] aolcom?Subject=PoV-Scene
> // Desc: MegaPOV's ridged multifractal with slope dependent texturing
> // Note: use MegaPov 0.4+ and render with aspect ratio of 1.667:1 (for
example 166x100)
>
> #version unofficial MegaPov 0.6;
>
> #declare Part=1;
>
> /*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~ */
>
> // variables for changing seasons
>
> #declare _C_=.25; // snow
> #declare _Cw_=.9; // water ice
>
> /*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~ */
>
> global_settings {
> assumed_gamma 3
> ambient_light .9
> max_trace_level 4
> number_of_waves 4
> }
>
> /*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~ */
>
> #switch (Part)
> #case (1)
>
> // camera path variables for animation
>
> #declare CamSpos=
> spline {
> cubic_spline
> 0,<.1,.167,-9>
> .1,<.15,.29,-8.75>
> .175,<.225,.33,-8.5>
> .225,<.5,.425,-8.125>
> .5,<0,.4125,-7>
> .775,<-.5,.425,-6>
> .875,<-.2,.3,-5.5>
> .925,<-.125,.125,-5.25>
> 1,<-.05,.02,-5>
> }
>
> #declare CamSpnt=
> spline {
> cubic_spline
> 0,<.1,.2,-8.5>
> .1,<.15,.35,-8>
> .225,<.475,.275,-7.5>
> .33,<.225,.225,-7>
> .5,<0,.25,-6.75>
> .775,<-.475,.275,-5.5>
> .9,<-.133,.2,-5>
> .95,<-.1,.125,-4.75>
> 1,<-.05,.02,-4.5>
> }
>
> #declare CamSup=
> spline {
> cubic_spline
> 0,<0,1,0>
> .067,<.075,.9,-.0125>
> .1,<.1,.9,-.025>
> .2,<.075,.925,-.095>
> .275,<.1,.9,-.133>
> .325,<-.125,.875,-.1>
> .5,<0,1,0>
> .725,<-.1,.875,.1>
> .775,<.2,.75,.25>
> .9,<-.075,.867,0>
> .975,<.025,.9,.025>
> 1,<0,1,0>
> }
>
> #declare clock_type="W" // zero one zero
> #declare clock_repeat=1;
> #include "clockmod.inc"
> #declare _mCw_=mclock;
>
> #declare clock_type="S" // zero one
> #declare clock_repeat=1;
> #include "clockmod.inc"
> #declare _mCs_=mclock;
>
> #declare clock_type="D" // zero one
> #declare clock_combine="W"
> #declare clock_repeat=1;
> #declare clock_start=0;
> #declare clock_finish=.05;
> #include "clockmod.inc"
> #declare _mCc_=mclock;
>
> #declare clock_type="A" // zero one
> #declare clock_repeat=1;
> #declare clock_start=0;
> #declare clock_finish=.15;
> #include "clockmod.inc"
> #declare _mCa_=mclock;
>
> #declare clock_type="O" // zero one negative one zero
> #declare clock_repeat=1;
> #include "clockmod.inc"
> #declare _mCo_=mclock;
>
> #declare _CtLb_=_mCw_;
> #declare _CtRb_=_mCw_;
> #declare _CtLf_=_mCw_;
> #declare _CtRf_=_mCw_;
>
> /*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~ */
>
> #declare Tracking=clock;
>
> #switch (Tracking)
> #range (0,.05)
> camera {
> location CamSpos (_mCs_)+<-.01,.0015,-.0161>
> right x*1.66667 up y*1
> sky CamSup (_mCs_)
> angle 67
> look_at CamSpnt (_mCs_)+<0,-.075,0>}
> #break
> #range (.05,.15)
> camera {
> location CamSpos (_mCs_)+<-.018,.0015,-.0161>
> right x*1.66667 up y*1
> sky CamSup (_mCs_)
> angle 67
> look_at CamSpnt (_mCs_)+<1,-.075,-.5>}
> #break
> #range (.15,.333)
> camera {
> location CamSpos (_mCs_)+<-.01,.0015,-.0161>
> right x*1.66667 up y*1
> sky CamSup (_mCs_)
> angle 67
> look_at CamSpnt (_mCs_)+<0,-.025,0>}
> #break
> #range (.333,.667)
> camera {
> location CamSpos (_mCs_)+<-.018,.0015,-.0161>
> right x*1.66667 up y*1
> sky CamSup (_mCs_)
> angle 67
> look_at CamSpnt (_mCs_)+<1,-.05,-.67>}
> #break
> #range (.667,.75)
> camera {
> location CamSpos (_mCs_)+<-.01,.0015,-.0161>
> right x*1.66667 up y*1
> sky CamSup (_mCs_)
> angle 67
> look_at CamSpnt (_mCs_)+<0,-.075,0>}
> #break
> #range (.75,.925)
> camera {
> location CamSpos (_mCs_)+<-.018,.0015,-.0161>
> right x*1.66667 up y*1
> sky CamSup (_mCs_)
> angle 67
> look_at CamSpnt (_mCs_)+<1,-.075,-.5>}
> #break
> #range (.925,1)
> camera {
> location CamSpos (_mCs_)+<-.01,.0015,-.0161>
> right x*1.66667 up y*1
> sky CamSup (_mCs_)
> angle 67
> look_at CamSpnt (_mCs_)+<0,-.075,0>}
> #break
> #end
>
> #break
> #case (2)
>
> camera {
> location <-.1,.0175+(.0125*_mCd_),-4.933>
> right x*1.66667 up y*1
> //sky CamSup (_mCs_)
> angle 67
> look_at <-.0125+(.0025*_mCd_),.028-(.006*_mCd_),-5>
> }
>
> #break
> #end
>
> /*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
>
> // sunlight and skylight
> light_source {<-500,250,333> rgb <1.75,1.67,1.5>}
> light_source {<0,100,0> rgb <.0125,.05,.15>*1.5 shadowless}
>
> /*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
>
> // slope dependent texturing
>
> #declare Snow=
> texture {pigment {rgb <.96,.97,.99>*1.1}
> normal {wrinkles .4 ramp_wave turbulence .3 scale .039}
> finish {ambient .35 diffuse .425 specular .125 roughness .1}
> }
> #declare Snow2=
> texture {pigment {rgb <.98,.97,.96>}
> normal {wrinkles .3 ramp_wave turbulence .25 scale .036}
> finish {ambient .325 diffuse .4 specular .15 roughness .075}
> }
> #declare Rock=
> texture {pigment {crackle turbulence .2 color_map {
> [0 color rgb <.75,.75,.75>]
> [1 color rgb <.67,.67,.67>*.8]
> }}
> normal {crackle .6 turbulence .2}
> finish {ambient .125 diffuse .3 specular .05 roughness .6}
> scale .016
> }
> #declare Rock2=
> texture {pigment {crackle turbulence .4 color_map {
> [0 color rgb <.8,.775,.75>]
> [1 color rgb <.75,.7,.67>*.8]
> }}
> normal {crackle .9 turbulence .4}
> finish {ambient .15 diffuse .25 specular .05 roughness .6}
> scale .018
> }
> #declare Dirt=
> texture {pigment {crackle turbulence .5 color_map {
> [0 color rgb <.6,.5,.4>*.8]
> [1 color rgb <.625,.525,.45>]
> }}
> normal {crackle 1.5 turbulence .5}
> finish {ambient .2 diffuse .7 specular .075 roughness .1}
> scale .009
> }
> #declare Dirt2=
> texture {pigment {spotted turbulence .5 color_map {
> [0 color rgb <.5,.475,.35>*1.6]
> [1 color rgb <.55,.525,.4>*1.3]
> }}
> normal {spotted .25 turbulence .5}
> finish {ambient .2 diffuse .7 specular .075 roughness .1}
> scale .007
> }
> #declare Trees=
> texture {pigment {bumps turbulence .6 color_map {
> [.3 color rgb <.15,.425,.4>]
> [.5 color rgb <.3,.5,.425>]
> }}
> normal {bumps 1.3 turbulence .6}
> finish {ambient .125 diffuse .8 specular .1 roughness .3}
> scale .003
> }
> #declare Trees2=
> texture {pigment {bumps turbulence .7 color_map {
> [.3 color rgb <.25,.55,.3>]
> [.5 color rgb <.375,.6,.2>]
> }}
> normal {bumps 1.2 turbulence .7}
> finish {ambient .15 diffuse .7 specular .15 roughness .2}
> scale .00275
> }
> #declare Grass=
> texture {pigment {dents turbulence .3 color_map {
> [0 color rgb <.4,.7,.3>]
> [1 color rgb <.45,.55,.25>]
> }}
> normal {dents .6 turbulence .3}
> finish {ambient .175 diffuse .8 specular .075 roughness .075}
> scale .00225
> }
> #declare Grass2=
> texture {pigment {bozo turbulence .3 color_map {
> [0 color rgb <.6,.5,.2>*1.3]
> [1 color rgb <.55,.45,.15>*1.2]
> }}
> normal {bozo .6 turbulence .3}
> finish {ambient .175 diffuse .8 specular .075 roughness .075}
> scale .002
> }
>
> #declare TerrainTex1=
> texture {
> slope -y, y, <0,.25>, <0,1>
> texture_map {
> [.0225 Dirt2]
> [.03-(.05*_C_) Grass]
> [.035-(.01*_C_) Trees2]
> [.04+(.133*_C_) Trees]
> [.05+(.149*_C_) Trees2]
> [.07+(.133*_C_) Grass2]
> [.1+(.199*_C_) Dirt2]
> [.15+(.15*_C_) Dirt]
> [.199+(.2*_C_) Rock2]
> [.2+(.55*_C_) Rock2]
> [.25+(.445*_C_) Snow2]
> [.425+(.2725*_C_) Snow]
> [.925-(.2225*_C_) Snow]
> [.933-(.15*_C_) Rock]
> } rotate -5*z
> }
>
> #declare H = .3; // roughening<>smoothing
> #declare Lacunarity = 4; // roughening<>smoothing
> #declare Octaves = 6; // smoothing<>roughening
> #declare Offset = .45; // height
> #declare Gain= 1.9; // smoothing<>roughening
>
> #declare F0=function{"ridgedmf",<H, Lacunarity, Octaves,Offset, Gain>
> }
> #declare Fs=function{pigment {spotted turbulence .5 color_map {[0 color
rgb .67][1 color rgb .75]} scale .03}
> }
>
> // mountains
>
> isosurface {
> function {y-(F0(x,y/1.5,z)*(noise3d(x*.1,y*.125,z*.1)/.333))*(Fs)}
> eval
> accuracy 0.0005
> contained_by{box{<-12, 0, -12>, <12, .45, 12>}}
> texture {TerrainTex1}
> }
>
> /*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
>
> // lakes
>
> #declare W1=
> texture {pigment {ripples phase clock turbulence .5-(.25*_Cw_) frequency 3
color_map {
> [0 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(1.5-(1*_Cw_))]
> [1 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(2.5-(2*_Cw_))]
> }scale .01}
> normal {ripples .05-(.033*_Cw_) phase clock turbulence .75-(.25*_Cw_)
scale .005-(.00125*_Cw_) scallop_wave}
> finish {ambient .25-(.2*_Cw_) diffuse 1-(.75*_Cw_) specular .75
roughness .005 phong .075 phong_size 10
> reflection_type 0 reflection_min .03*(10*_Cw_) reflection_max
.09*(10*_Cw_) reflection_falloff 1
> reflection_exponent .67 conserve_energy}
> scale .125
> translate <-.05,.015,-5+(.05*clock)>
> }
>
> #declare W2=
> texture {pigment {crackle turbulence .5-(.25*_Cw_) color_map {
> [0 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(1.5-(1*_Cw_))]
> [1 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(2.5-(2*_Cw_))]
> }scale .05}
> normal {bozo .067-(.05*_Cw_) phase clock turbulence .25-(.25*_Cw_) scale
.005-(.00125*_Cw_) scallop_wave}
> finish {ambient .25-(.2*_Cw_) diffuse 1-(.75*_Cw_) specular .75
roughness .005 phong .075 phong_size 10
> reflection_type 0 reflection_min .03*(10*_Cw_) reflection_max
.09*(10*_Cw_) reflection_falloff 1
> reflection_exponent .67 conserve_energy}
> scale .25
> // translate <-.05,.015,-5+(.05*clock)>
> }
>
> #declare W3=
> texture {pigment {crackle turbulence .5-(.25*_Cw_) color_map {
> [0 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(1.5-(1*_Cw_))]
> [1 color rgbf
<.5,.5+(.25*_Cw_),.5+(.15*_Cw_),.0125+(.775*_Cw_)>*(2.5-(2*_Cw_))]
> }scale .005}
> normal {wrinkles .075-(.067*_Cw_) phase clock turbulence .25-(.125*_Cw_)
scale .0025-(.00125*_Cw_)
> triangle_wave}
> finish {ambient .25-(.2*_Cw_) diffuse 1-(.75*_Cw_) specular .75
roughness .005 phong .075 phong_size 10
> reflection_type 0 reflection_min .03*(10*_Cw_) reflection_max
.07*(10*_Cw_) reflection_falloff 1
> reflection_exponent .67 conserve_energy}
> scale .5
> // translate <-.05,.015,-5+(.05*clock)>
> }
>
> #declare Water= material {
> texture {bozo turbulence 1.5 frequency 1 texture_map {
> [.15 W1]
> [.2+(.0033*_mCo_) W2]
> [.4+(.0033*_mCo_) W2]
> [.45+(.005*_mCo_) W3]
> [1+(.005*_mCo_) W3]
> } scale .125}
> interior {fade_distance .01 fade_power 1000 fade_color <.5,.6,.8>}
> }
>
> box {<-12,-.001,-12>,<12,.015,12>
> material {Water}
> }
>
> /*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
>
> sky_sphere {
> pigment {gradient y
> color_map {
> [0 color rgb<.3,.55,1>*1.1]
> [.125 color rgb<.675,.725,.775>*1.3]
> [.133 color rgb<.25,.625,.85>*1.2]
> [.2 color rgb<.25,.625,.85>*1.1]
> [.5 color rgb<.15,.35,.7>]
> } turbulence .01 scale <.1,1,.1>}
> }
>
> fog {
> fog_type 2
> distance 1.25//+(.75*_mCd_)
> color rgb <.4,.5,.6>*1.67
> fog_alt .1125
> fog_offset .015
> }
>
> // omniVerse http://users.aol.com/persistenceofv/all.htm
>
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
You only need it if you plan to do an animation (and I agree that this
pic begs for a fly-by)
Get rid of all these cameras in "case (1)" like this and #declare
Part=2;
> > #switch (Part)
> > #case (1)
//Here!
> > #break
> > #case (2)
> >
> > camera {
> > location <-.1,.0175+(.0125*_mCd_),-4.933>
> > right x*1.66667 up y*1
> > //sky CamSup (_mCs_)
> > angle 67
> > look_at <-.0125+(.0025*_mCd_),.028-(.006*_mCd_),-5>
> > }
> >
> > #break
> > #end
// And leave the rest as is.
--
Francois Labreque | In the future, performance will be measured
flabreque | by the size of your pipe.
@ | - Dogbert, on networking
videotron.ca
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <3a66f5e0$1@news.povray.org>, "RWard"
<rmw### [at] swbellnet> wrote:
> this locks nice, I tried to render it here, but do not have "clockmod.inc"
> do you know where it is available?
http://www.geocities.com/ccolefax/
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
|
|
| |
| |
|
|
From: Bob H
Subject: Re: ridged multifractal w. slope-dependent texture
Date: 19 Jan 2001 01:55:49
Message: <3a67e4f5@news.povray.org>
|
|
|
| |
| |
|
|
Sorry, that was something I meant to put in the "Note:" line so people would
know that but forgot to just as posting it.
"RWard" <rmw### [at] swbellnet> wrote in message
news:3a66f5e0$1@news.povray.org...
> this locks nice, I tried to render it here, but do not have "clockmod.inc"
> do you know where it is available?
I see Chris Huff politely gave the URL for me, thanks for that Chris.
P.S.
It's a good idea to press Ctrl-A and then Delete when replying to a text
scene message so the whole thing doesn't get repeated.
Bob H.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|