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//-w168 -h105
//-w540 -h315
//-w840 -h525 +a0.3
//-w1680 -h1050 +a0.1
global_settings{
//assumed_gamma 1
max_trace_level 1000
//adc_bailout 0.003922
//radiosity{}
}
#default{texture{finish{ambient 0}}}
#include "functions.inc"
#declare ShowMedia=on;
#declare ShowPlanet=on;
#declare ShowWater=on;
#declare ShowClouds=on;
#declare ShowRings=on;
//Stars ////////////////////////////////////////////////
#declare Turb=1.3;
#declare star_pig1=
pigment {
crackle
form<1,1,0>
scale .001//.01
color_map {
[0 color rgb 1]
[0.4 color rgb <1.0, 0.9, 0.5>]
[0.6 color rgb <1.0, 0.5, 0.5>]
[0.8 color rgb <0.1, 0.3, 0.5>]
[1 color rgb <0.01, 0.1, 0.4>]
//[1 color rgb 0]
}
}
#declare star_pig2=
pigment {
crackle
form<1,1,0>
scale .001//.01
color_map {
[0 color rgb <.98,.99,1>]
[0.1 color rgb <1.0, 0.9, 0.5>]
[0.4 color rgb <1.0, 0.5, 0.5>]
[0.6 color rgb <0.1, 0.3, 0.5>/2]
[0.7 color rgb <0.01, 0.1, 0.4>/4]
[.8 rgb 0]
}
}
#declare star_pig3=
pigment {
crackle
form<1,1,0>
scale .001//.01
color_map {
[0 color rgb 1]
[0.25 color rgb <1.0, 0.9, 0.5>]
[0.3 color rgb <1.0, 0.5, 0.5>/2]
[0.4 color rgb <0.1, 0.3, 0.5>/4]
[0.5 color rgb <0.01, 0.1, 0.4>/5]
[0.6 color rgb 0]
}
}
#declare Galaxy=
pigment{
wrinkles
omega .7
pigment_map {
[.6 star_pig3]
[.8 star_pig2]
[1 star_pig1]
}
}
#declare star_pig=
pigment {
crackle
form<1,1,0>
scale .001//.01
color_map {
[0 color rgb 1]
[0.25 color rgb <1.0, 0.9, 0.5>]
[0.3 color rgb <1.0, 0.5, 0.5>]
[0.4 color rgb <0.1, 0.3, 0.5>]
[0.5 color rgb <0.01, 0.1, 0.4>]
[0.6 color rgb 0]
}
}
sky_sphere{pigment{Galaxy rotate x*30}}
/////////////////////////////////////////////////////
// *** PLANET Bue ***
#declare t_planet=
pigment{
onion warp { turbulence 0.01 lambda 33 }
color_map{
[.6 rgb <.02,.1,.2>]
[.785 rgb <.6,.5,.4>]
[.8 rgb <.011,.18,.21>] // green
[.99 rgb <.01,.15,.2>]//<.1,.2,.01>] // green
[1 rgb <.6,.5,.4>]
}
scale 1/(<1.01,.995,1.01>)
}
#declare t_planet1=
pigment{
onion warp { turbulence 0.01 lambda 33 }
color_map{
[0 rgb .8]
[.6 rgb <.02,.1,.2>]
[.785 rgb <.6,.5,.4>]
[1 rgb .7]
}
scale 1/(<1.01,.995,1.01>)
}
#declare t_planet2=
pigment{
onion warp { turbulence 0.01 lambda 33 }
color_map{
[.6 rgb <.02,.1,.2>]
[.785 rgb <.6,.5,.4>]
[.93 rgb <.011,.18,.21>] // green
}
scale 1/(<1.01,.995,1.01>)
}
#declare t_planet3=
pigment{
onion warp { turbulence 0.01 lambda 33 }
color_map{
[.6 rgb <.02,.1,.2>]
[.785 rgb <.6,.5,.4>]
[.8 rgb <.011,.11,.21>] // green
[.99 rgb <.11,.15,.2>]//<.1,.2,.01>] // green
[1 rgb <.6,.5,.4>]
}
scale 1/(<1.01,.995,1.01>)
}
#declare t_planet= // Bue texture
texture{
pigment{
onion scale <1.01,.995,1.01>
turbulence .0005
lambda 2.5
omega 1.2
pigment_map{
[0 t_planet1]
[.05 t_planet ]
[.3 t_planet3 ]
[.5 t_planet2 ]
[.7 t_planet3 ]
[.95 t_planet ] // sand
[1 t_planet1]//<.1,.2,.01>]
}
}
normal {agate scale .001}
}
#declare t_planet_Har=
texture{
pigment{
onion warp { turbulence 0.1 /*lambda 33 */ }
pigment_map{
[0 rgb <1.5,.5,.1> ]
[.05 crackle scale .05 turbulence 0.1 colour_map{[0
rgb <1.5,.2,.05> ][.1 rgb 0 ][1 rgb <.5,.2,.1>]}]//rgb <1,.5,0> ]
[1 rgb 0]
}
}
normal{granite }
}
#declare Scalar=<4,1,4>;
#declare Rotar= <-15,0,0>; //<0,0,0>; //<60,0,16>; //<15,0,0>;//
// }
#declare d_clouds=
density{
wrinkles scale <100,50,100>*22
turbulence <1,2,1>
lambda 2.5
omega 1.3
warp { turbulence <10,0,10>*.1
//lambda 3
omega 1.2
}
density_map{
[0 rgb 0]
[.3 granite scale 1/(<100,50,100>*22)
density_map{[0 rgb 0][.7 rgb 200]}]
[1 rgb 200]
}
rotate y*15
scale<0.021,0.02,0.021>/Scalar
rotate -Rotar
}
#declare d_clouds2=
density{ wrinkles rotate Rotar
scale Scalar
//lambda 2.5
omega 1.3
density_map{
[.1 rgb 0 ]
[.6 granite scale 3 density_map{
[.5 rgb 0]
[.7 granite scale .1
density_map{
[0 rgb 0]
[.7 granite scale
.1 density_map{[.5 rgb 0][.6 rgb 10][1 rgb 200]}]
[1 rgb 200]
}
]
[.8 rgb 100]
[1 rgb 200]
}
]
[1 rgb 0]
}
rotate y*-5
scale<0.021,0.02,0.021>/Scalar
rotate -Rotar
}
#declare d_clouds3=
density{ wrinkles warp { turbulence 0.3} rotate Rotar
scale Scalar
//lambda 2.5
omega 1.3
//octaves 2
warp {
turbulence 6 // amount of turbulence
octaves 3.3 // optional turbulence modifiers
lambda 2.3
omega 1.3
}
density_map{
[.4 rgb 0 ]
[.7 granite scale .1 density_map{[.5 rgb 1][.6
rgb 100]}]
[.9 wrinkles scale .1 density_map{[.5 rgb
100][.6 rgb 200]}]
[1 rgb 200]
}
rotate y*-5
scale<0.021,0.02,0.021>/Scalar
rotate -Rotar
}
#declare d_clouds4=
density{ wrinkles
//phase .25
poly_wave .2
//frequency 3
turbulence 0.03
rotate Rotar
scale Scalar
//lambda 2.5
omega 1.3
//octaves 2
warp {
turbulence .6 // amount of turbulence
octaves 3.3 // optional turbulence modifiers
lambda 2.3
omega 1.3
}
scale .5
density_map{
[0 granite scale 10
density_map{
[0 rgb 100]
[.7 granite scale .01
density_map{
[0 rgb 100]
[.7
granite poly_wave 4 scale .001 density_map{[0 rgb 200][.3 rgb 100][1 rgb
200]}]
[1 rgb 100]
}
]
[1 rgb 100]
}
]
[.3 granite scale 10
density_map{
[0 rgb 0]
[.7 granite scale .01
density_map{
[0 rgb 0]
[.7
granite poly_wave 4 scale .1 density_map{[0 rgb 50][.3 rgb 0][1 rgb 50]}]
[1 rgb 0]
}
]
[1 rgb 0]
}
]
[.7 rgb 0]
[.85 granite scale 10
density_map{
[0 rgb 0]
[.7 granite scale .01
density_map{
[0 rgb 0]
[.7 granite
poly_wave 4 scale .1 density_map{[0 rgb 50][.3 rgb 0][1 rgb 50]}]
[1 rgb 0]
}
]
[1 rgb 0]
}
]
[1 granite scale 10
density_map{
[0 rgb 100]
[.7 granite scale .01
density_map{
[0 rgb 100]
[.7 granite
poly_wave 4 scale .001 density_map{[0 rgb 200][.3 rgb 100][1 rgb 200]}]
[1 rgb 100]
}
]
[1 rgb 100]
}
]
}
rotate y*-5
scale<0.021,0.02,0.021>/Scalar
rotate -Rotar
}
// Cloud texture
#declare t_clouds1=
texture{
pigment{
wrinkles scale <100,50,100>*22
turbulence <1,2,1>
lambda 2.5
omega 1.3
warp { turbulence <10,0,10>*.1
//lambda 3
omega 1.2
}
color_map{
[0 rgb 1 transmit 1]
[.3 rgb 1 transmit .9]
[1 rgb 1 transmit 0]
}
rotate y*15
scale<0.021,0.02,0.021>/Scalar
rotate -Rotar
}
}
#declare t_clouds=
texture{ wrinkles rotate Rotar
scale Scalar
//lambda 2.5
omega 1.3
texture_map{
[0 t_clouds1 ]
[.3 pigment {rgb 1 transmit 1}]
[.5 t_clouds1]
[.7 pigment {rgb 1 transmit 1}]
[1 t_clouds1 ]
}
}
// }
#declare t_smog=
texture{
pigment{
wrinkles scale <100,50,100>*22
turbulence <1,2,1>
lambda 2.5
omega 1.3
warp { turbulence <10,0,10>*.1
//lambda 3
omega 1.2
}
color_map{
[0 rgb 1 transmit 1]
//[.3 rgb <.3,.4,.1> transmit .9]
[1 rgb .5 transmit 0]
}
rotate y*15
scale<0.021,0.02,0.021>/Scalar
rotate -Rotar
}
}
#declare t_smog=
texture{ wrinkles rotate Rotar
scale Scalar
//lambda 2.5
omega 1.3
texture_map{
[0 t_clouds ]
[.3 pigment {rgb 1 transmit 1}]
[.5 t_clouds]
[.7 pigment {rgb 1 transmit 1}]
[1 t_clouds ]
}
}
// Terrain /////////////////////////////////////////////
#declare Terrain=isosurface{
function{(x*x+y*y+z*z-1)+f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05} //
from Jaime's LightSys Space Demo scene
//max_gradient 3.199
//contained_by{sphere{0,1}}
//function{(x*x+y*y+z*z-1)+f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05
+f_agate(x*100,y*100,z*100)*.001 -f_agate(x*1000,y*1000,z*1000)*.0001}
//max_gradient 3.199
//accuracy 1/1000000 // 1/1000000
}
// Planet
#declare PlanetBue=
union{
isosurface{
function{(x*x+y*y+z*z-1)
+f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05
+f_agate(x*100,y*100,z*100)*.001
-f_granite(x*1000,y*1000,z*1000)*.0001
}
//max_gradient 3.199
#if (clock>2)
accuracy 1/100000
#end
contained_by{sphere{0,1}}
texture{t_planet
scale .02}
scale y*1.002
}
#if(ShowWater)
sphere{0,1 // water
/*isosurface{
function{(x*x+y*y+z*z-1) -f_granite(x,y,z)*.001 }
//max_gradient 3.199
accuracy 1/1000000
contained_by{sphere{0,1.1}} */
pigment{gradient y scale 2 translate y
turbulence .1
lambda 7
pigment_map{
[0 rgbt<1,1,1,0> ]
[.15 rgbt <.02,.2,.4,0>
]
[.9 rgbt
<.02,.2,.4,0>//<0,.05,.2,.1>
]
[1 rgbt<1,1,1,0> ]
}
}
//normal{granite .1 scale .0001}
#if(ShowMedia)
finish{specular .1 metallic .5
// reflection{.5,1 fresnel on}
specular .3 metallic .7
brilliance 4 conserve_energy
}
//interior{ior 1.33 fade_distance .003
fade_color rgb <0,0,.1> }
#end
scale .996
hollow
}
#end
#if(ShowMedia)
sphere{0,1 no_reflection// Atmosphere
pigment{colour rgbt 1}
//finish{specular 0 phong 0 reflection 0}
interior{//ior 1.1
media {
method 3
//adaptive sampling
samples 20 //6
//intervals 3
jitter 1// .1
//variance 1.0/500
scattering {4, rgb < 0.1, 0.4, 1>*3 extinction
1}
absorption (1-< 0.1, 0.4, 0.9>)*.5
density {onion
density_map{
[0 rgb <.001,.01,.1>]
[.96 rgb
<.001,.01,.1>*2]
[.97 rgb 1] // earth
[.99 rgb .1]//
[1 rgb 0 ]//
}
}
}
#if(ShowClouds)
media {
method 3
samples 20
intervals 3
scattering {4, color rgb 1 extinction 1}
absorption 1//10
density {onion //warp{ turbulence .01 }
density_map {
[.89 rgb 0]
[.973 rgb 0]
[.975 d_clouds3 scale 470 rotate -35*z]
[.977 d_clouds4 scale 470 rotate -35*z]
[.98 rgb 0]
}
}
}
#end
}
rotate y*0
scale 1.03
hollow
double_illuminate
no_shadow
}
#end
/*#if(ShowClouds // *!ShowMedia
)
sphere{0,1.01 texture{t_clouds }
rotate y*0
hollow
double_illuminate
no_shadow
}
#end
sphere{0,1.025 pigment {rgbft<.9,.8,.1,.01,.99>} // ozone
//rotate y*45
hollow
double_illuminate
no_shadow
} */
}
// Planet
#declare PlanetHar=
union{
object{Terrain
texture{t_planet_Har
scale .02}
scale y*1.002
}
#if(ShowMedia)
sphere{0,1 no_reflection// Atmosphere
pigment{colour rgbt 1}
interior{
media {
// (---general values---)
intervals 10 // number of
intervals used for sampling [10]
samples 5,10 //minimum and
maximum number of samples taken per interval [1,1]
scattering {2, rgb 10 }
absorption 10
density {onion
density_map{
[.89 rgb .5] // earth
[.9 rgb <.15,.2,.05>]//
[.93 rgb
<.1,.05,.02>]//
[1 rgb 0 ]//
}
}
}
}
rotate y*90
scale 1.04
hollow
double_illuminate
no_shadow
}
#end /* */
#if(ShowClouds)
/* sphere{0,1.01 texture{t_clouds }
//rotate y*45
hollow
double_illuminate
} */
#end
}
union{
// placement of Planet Bue
union{ #if(ShowRings)
disc {<0, 0, 0> y, 1.0, .7 // -O- RINGs -O-
pigment{spherical
cubic_wave
colour_map{
[0 rgbft <.7,.7,.7, 0,1>]
[.01 rgbft <.4,.3,.2, 0,.1>]
[.015 rgbft <.3,.3,.3, .1,.7>]
[.03 rgbft <.35,.3,.25, 0,.1>]
[.04 rgbft <.1,.21,.3, .1,.9>]
[.07 rgbft <.3,.21,.1, .2,.5>]
//
[.12 rgbft <.25,.2,.15, 0,.1>]
[.12 rgbft <.25,.2,.15, 0,.1>]
[.14 rgbft <.2,.2,.25, .1,.7>]
[.18 rgbft <.3,.2,.1, 0,0>]
[.22 rgbft <.5,.5,.5, 0,1>]
}
}
normal{granite .001 scale .00001}
finish{diffuse .7 roughness .9 brilliance .2 }
scale 2*1.5
hollow
double_illuminate
}
#end
object{PlanetBue rotate y*4.9*0}
scale .3
translate <0,0,0>
}
// placement of planet Har
union{ #if(ShowRings)
disc {<0, 0, 0> y, 1.0, .7 // -O- RINGs -O-
pigment{spherical
cubic_wave
colour_map{
[0 rgbft <.5,.5,.5, 0,1>]
[.01 rgbft <.4,.3,.2, 0,.1>]
[.015 rgbft <.3,.3,.3, .1,.7>]
[.03 rgbft <.25,.25,.25, 0,.1>]
[.04 rgbft <.1,.1,.1, .1,.9>]
[.07 rgbft <.1,.1,.1, .2,.5>]
//
[.12 rgbft <.15,.15,.15, 0,.1>]
[.12 rgbft <.1,.1,.1, 0,.1>]
[.18 rgbft <.2,.2,.2, .1,.7>]
[.20 rgbft <.05,.05,.05, 0,.1>]
[.22 rgbft <.5,.5,.5, 0,1>]
}
}
normal{granite .001 scale .00001}
finish{diffuse .7 roughness .9 brilliance .2 }
scale 2*1.5
hollow
double_illuminate
}
#end
object{PlanetHar rotate z*0}
scale .3
translate <0,0,1.19*1.5>
}
}
///////////////////////////////////////////////////
// far moon
//object{Terrain scale .4 rotate <-90,-90,-90> rotate <0,35,0> pigment{rgb
.5} translate <-2,2,10>}
isosurface{ // far moon
function{(x*x+y*y+z*z-1)+f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05
+f_agate(x*100,y*100,z*100)*.001 -f_agate(x*1000,y*1000,z*1000)*.0001}
//max_gradient 3.199
accuracy 1/1000000
contained_by{sphere{0,1} }
scale .4 rotate <-90,-90,-90> rotate <0,35,0>
pigment{rgb .5} translate <0,.5,12>
}
/////////////// New Addition by Nekar Xenos //////
#if (clock<2)
isosurface{ // Close moon
function{(x*x+y*y+z*z-1)+f_granite(x*2,y*2,z*2)*f_agate(x,y,z)*.05
+f_agate(x*100,y*100,z*100)*.001 -f_agate(x*1000,y*1000,z*1000)*.0001}
//max_gradient 3.199
accuracy 1/1000000
contained_by{sphere{0,1}}
scale .2 rotate <-90,-90,-90> rotate <0,35,0> pigment{rgb
.2} translate <.48,.1,-.707>-z*.802}
#end
//
/////////////////////////////////////////////////
light_source {<2,.1,3>*1000000, color <2.1,2,1.9>*2 media_attenuation on
media_interaction on}
sphere {<2,.1,3>*100, 7.5
texture {
pigment {color <2.1,2,1.9>/2}
finish {ambient 10 diffuse 0}
}
no_shadow
}
///////////////////////////////////////////////////////////////
////////////// Camera ////////////////////////////////////////
#declare Clock=clock/3;
#declare Clock1=clock*(clock<=1);
#declare Clock2=(clock-1)*(clock>1)*(clock<=2);
#declare Clock3=(clock-2)*(clock>2);
//#declare ClockRot=(clock-1)*(clock>1)*(clock<=2)+(clock>2);
#declare ClockRot=(clock-1)*(clock>1);
#if (ClockRot>1)
#declare ClockRot=1;
#end
#declare ClockCount=int(clock);
#declare CamStart=<.6,.23,-.6>;
#declare CamEnd=<0,.299,0>;
#declare CamMid1= CamStart;
#declare CamStart=CamStart+<.4,0,-.4>;
#declare CamMid2= (CamEnd*<.99,.99,.8>) + (CamMid1*<.01,.01,.2>);
#declare CamPos =CamMid1; // + CamStart)/2;
#if (clock>1)
#declare CamPos = (CamMid2*Clock2) + ( CamMid1*(1-Clock2));
#end
#if(clock>2)
#declare CamPos = (CamEnd*Clock3) + ( CamMid2*(1-Clock3)) ;
#end
/////////////////////////MECHA/////////////////////////////////
/*
#include"mechaircraft.inc"
#declare Plasma=material{texture{pigment{rgbt 1}
}
interior{
media {
emission rgb<.1,5,20>*2 //
emitting media, emit light of specified color
scattering { 1, rgb <.1,2,4>*.1 }
method 3 //
adaptive sampling
density { spherical
warp{turbulence <0,.5,0>} colour_map {[.3 rgb 0][.5 rgb <.1,.5,1>][.7 rgb
<.2,.9,1.1>][1 rgb 4]} }
}
}
}
union{object{MechA }
sphere {0,1 material{Plasma }scale 1.3 hollow double_illuminate
translate <-3.6,0,-.15> hollow double_illuminate}
light_source {0*x color rgb <.1,.2,.5>*10 fade_distance .001
fade_power 2 translate <-3.6,0,0> }
sphere {0,1 material{Plasma }scale 1.3 hollow double_illuminate
translate <4.2,0,-.15> hollow double_illuminate}
light_source {0*x color rgb <.1,.2,.5>*10 fade_distance .001
fade_power 2 translate <4.2,0,0>}
scale .0015 rotate y*180 rotate <25,0,-35> translate
(CamPos*<1,1,2.36>) +<-.022,-.001,.025>
}
//object{MechA scale .0015 rotate y*180 rotate <25,0,-35> translate
CamPos +<-.03,-.003,.02>}
#include"MAircraft.inc"
#declare PlasmaJ=material{texture{pigment{rgbt 1}
normal{granite}
}
interior{ ior 1.1
media {
emission rgb<.1,5,20>*10 //
emitting media, emit light of specified color
scattering { 1, rgb <.1,2,4>*.1 }
method 3 //
adaptive sampling
density { spherical
warp{turbulence <0,.5,0>} colour_map {[.3 rgb 0][.5 rgb <.1,.5,1>][.7 rgb
<.2,.9,1.1>*2][1 rgb <.9,1,1.1>*10]} }
}
}
}
#declare CraftStart=(CamPos*<1,1,2.36>) +<.005,-.019,.04>;
#declare CraftEnd= (CamPos*<1,1,2.36>) +<-.03,-.02,.11>;
#declare Formation=.02;
#declare CraftPos=CraftStart;
#declare MaxDeapth=.1;
#declare Rand=seed(97531);
#declare CraftCount=0;
#while (CraftPos.z<MaxDeapth)
union{object{MAirCraft}
sphere {0,1 material{PlasmaJ }scale .53 hollow double_illuminate
translate <-1,.9,-7> hollow double_illuminate}
sphere {0,1 material{PlasmaJ }scale .53 hollow double_illuminate
translate <1,.9,-7> hollow double_illuminate}
scale .0015 rotate <10,-CraftCount*3,0> translate CraftPos
}
#declare CraftCount=CraftCount+1;
#if(CraftCount>7)
#declare CraftPos=<0,0,MaxDeapth+1>;
#end
#declare
CraftPos=<CamPos.x-.1*rand(Rand),CraftPos.y-.02*rand(Rand),CraftPos.z+.05+.05*rand(Rand)>
;
#end
*/
/////////////////////////////////////////////////
//Har craft
/*
union{
sphere{0,1 scale <10,.3,10> rotate <30,0,-30>}
scale.0015
pigment{rgbt 1}
normal{bozo bump_size 1 scale .003}
//finish{specular .1}
interior{ior 1.02}
translate CamPos +<0,-.015,.015>
hollow
//double_illuminate
}
// sights
union{
cylinder{-z,z 1 translate y*1.3 scale <.15,1,.01> }
cylinder{-z,z 1 translate y*1.3 scale <.15,1,.01> rotate z*120}
cylinder{-z,z 1 translate y*1.3 scale <.15,1,.01> rotate z*-120}
pigment{rgbt <1,0,0,.5>}
finish{ambient <1,0,0> diffuse 1}
scale .0003
translate CamPos +<-.003,-.0045,.005>
} */
///////////CAMERA//////////////////////////////////////
camera{
location CamPos*<1,1,2.36> //
(CamEnd*(2-(2/(EndClock+1))))+(CamStart*(1-StartClock)) //-.4 //
<2,.1,3>/15//<0,0,.3>//<0,0.2989, 0>
//<0,.30055,0>////<0,.5,0> // <.5,0,-1.2>
sky <1,1,0>
right x*image_width/image_height
look_at <.2,0,0>//(<0,.4,1.19>*ClockRot)+(<0,-.2,.5> *(1-Clock))
//0 // <2,.1,3>*1000000//<0,1,0>//0//<0,-.3,1> //<0,-.4,1> //
}
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