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/*
This script is initially produced with Moray, and finally hand-coded
It's for MLPOV, cause it use HDR picture, but you can easily adapt it for
POV 3.6, or if not remove // HDR to the end of script.
I think i can optimize this code with macro... in next version, in 2005 ! :)
*/
//--->8------>8------>8------>8------>8------>8------>8------>8---
//
// (c) Gomes Luis 12/2004
//
// +w800 +h450 +a0.3
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 20
number_of_waves 10
noise_generator 2
charset ascii
radiosity {
brightness 4.0
count 85
error_bound 0.07
gray_threshold 0.2
low_error_factor 0.8
minimum_reuse 0.015
nearest_count 6
recursion_limit 2
#if (version>3.1)
adc_bailout 0.005
max_sample -1.0
media off
normal on
always_sample 1
pretrace_start 0.1
pretrace_end 0.025
#end
}
}
background { color <1.000,1.000,1.000> }
camera {
orthographic
location <20.000,20.000, 35.000>
sky z
up z
right x*image_width/image_height
angle 45
look_at 0
}
light_source { <0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000> *.5
shadowless
translate <3.0, 3.0, 5>
}
// Materials
#declare Soil =
material {
texture {
pigment {
bozo
color_map {
[ 0.0 rgbft <0.499564, 0.499564,
0.499564, 0.0, 0.0> ]
[ 0.25 rgbft <0.649707, 0.649707,
0.649707, 0.0, 0.0> ]
[ 0.5 rgbft <0.499858, 0.499858,
0.499858, 0.0, 0.0> ]
[ 0.75 rgbft <0.699587, 0.699587,
0.699587, 0.0, 0.0> ]
[ 1.0 rgbft <0.499644, 0.499644,
0.499644, 0.0, 0.0> ]
}
turbulence 0.6
omega 0.8
lambda 3.0
ramp_wave
}
normal {
bumps , 1.0
scale <0.75, 0.75, 1.0>
turbulence 0.6
octaves 5
omega 0.65
lambda 3.0
frequency 0.0
ramp_wave
}
finish {
ambient 0.0
diffuse 0.4
specular 0.0002
roughness 1.0
}
}
}
#declare WallsStairs =
material {
texture {
pigment {
granite
color_map {
[ 0.0 rgbft <0.499564, 0.499564,
0.499564, 0.0, 0.0> ]
[ 0.25 rgbft <0.649707, 0.649707,
0.649707, 0.0, 0.0> ]
[ 0.5 rgbft <0.499858, 0.499858,
0.499858, 0.0, 0.0> ]
[ 0.75 rgbft <0.699587, 0.699587,
0.699587, 0.0, 0.0> ]
[ 1.0 rgbft <0.499644, 0.499644,
0.499644, 0.0, 0.0> ]
}
frequency 100.0
ramp_wave
}
normal {
crackle form <-1.0, 1.0, 0.0>
warp {
turbulence <0.500164, 0.500364, 0.499804>
omega 0.500404
lambda 1.999712
}
}
finish {
ambient 0.0
diffuse .5
specular 0.000002
roughness 1.0
}
}
}
#declare Ball =
material {
texture {
pigment {
color rgbf <1, 0.623529, 0.372549, 0.7>
}
finish {
ambient 0.1
diffuse 0.2
brilliance 6.0
phong 0.8
phong_size 80.0
reflection {
0.6 , 0.8
fresnel on
falloff 2.0
exponent 0.8
metallic 0.0
}
}
}
interior { ior 1.1 }
}
// Sol
difference {
plane { z,0 }
box { <-1, -1, -1>, <1, 1, 1> scale <3.0, 5.5, 20.0> translate <6.0, 6.0,
0.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <2.0, 3.5, 20.0> translate <1.5, 4.0,
0.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1.0, 1.5, 20.0> translate < 0, 2.0,
0.0> }
material { Soil }
translate 5*z
}
// Escalier
merge {
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate <-2.0,
0.0, -4.5> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 0.0,
0.0, -4.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 2.0,
0.0, -3.5> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 4.0,
0.0, -3.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 6.0,
0.0, -2.5> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 8.0,
0.0, -2.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 10.0,
0.0, -1.5> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 10.0,
2.0, -1.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 10.0, 4.0,
0.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 10.0, 6.0,
1.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 10.0, 8.0,
2.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 10.0, 10.0,
2.5> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 10.0, 12.0,
3.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 8.0, 12.0,
3.5> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 6.0, 12.0,
4.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 4.0, 12.0,
4.5> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 4.0, 10.0,
5.0> }
box { <-1, -1, -1>, <1, 1, 1> scale <1,1,10> translate < 4.0, 8.0,
5.5> }
material { WallsStairs }
}
// Bouboules
sphere { <0,0,0>,1 material { Ball } translate < 7.5, 0.25, 9.0> }
sphere { <0,0,0>,1 material { Ball } translate < -5.0, 5.00, 6.0> }
sphere { <0,0,0>,1 material { Ball } translate < 6.0,-11.0, 6.0> }
sphere { <0,0,0>,1 material { Ball } translate < -4.0, -6.0, 6.0> }
sphere { <0,0,0>,1 material { Ball } translate < 2.0, 18.0, 6.0> }
// HDR
#version unofficial mlpov 0.8;
sphere { 0,50
pigment { image_map { hdr "makecloud2_demo_day.hdr" once map_type 1
interpolate 2 } rotate 90*x }
finish { ambient 1 diffuse 0 }
hollow
}
#version 3.5;
// That's All Folks
//--->8------>8------>8------>8------>8------>8------>8------>8---
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