POV-Ray : Newsgroups : povray.binaries.scene-files : The De Groot Islands scene code (requires Geomorph) : The De Groot Islands scene code (requires Geomorph) Server Time
1 Sep 2024 18:18:31 EDT (-0400)
  The De Groot Islands scene code (requires Geomorph)  
From: author
Date: 29 Jan 2005 22:25:00
Message: <web.41fc52dbade85e505a9431fb0@news.povray.org>
// PoVRay 3.5 Scene File " ... .pov"
// created by   ...
// Date:   ...
//--------------------------------------------------------------------------
#version 3.6;
global_settings {  assumed_gamma 1.0 }
//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
//--------------------------------------------------------------------------
// camera ------------------------------------------------------------------
#declare Camera_0 = camera {ultra_wide_angle angle 35          // front view
                            location  <0.0 , 3 ,-20.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_1 = camera {ultra_wide_angle angle 90       // diagonal view
                            location  <2.0 , 2.5 ,-3.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_2 = camera {ultra_wide_angle angle 90     // right side view
                            location  <3.0 , 1.0 , 0.0>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera {ultra_wide_angle angle 90            // top view
                            location  <0.0 , 3.0 ,-0.001>
                            right     x*image_width/image_height
                            look_at   <0.0 , 1.0 , 0.0>}
camera{Camera_0}
// sun ---------------------------------------------------------------------
light_source{< 1500,2500,-2500> color White}




// COMMON GALAXY OPTIONS
   #declare galaxy_colour1 = <0, 1.2, .8>;
   #declare galaxy_colour2 = <0, .5, .3>;
   #declare galaxy_rotate = <0, 90, 0>;

   // GALAXY BACKGROUND
   #declare galaxy_bgstars = 1;
   #declare galaxy_bgnebula = 2 ;
   #declare galaxy_nebula_sphere = 6 ;
   #include "GALAXY.BG"

   // GALAXY OBJECTS
   #declare galaxy_object_name = "Nebula3";
   #declare galaxy_cluster_name = "Star4";
   #include "GALAXY.OBJ"

   #declare galaxy_object_name = "Comet2";
   #declare galaxy_cluster_name = "" ;
   #include "GALAXY.OBJ"




           // fog
---------------------------------------------------------------------
fog{fog_type   2
    distance   50
    color      White
    fog_offset 0.1
    fog_alt    2.0
    turbulence 0.8}


    // sea ------------------------------
plane{<0,1,0>, 0
      texture{ Polished_Chrome
       normal {crackle 0.15
          scale 0.75
          turbulence 0.3
          translate<-1,0,5>} }
     }// end of plane



#declare Standalone = false;
#include "Geomorph_mcr22-1.pov"




#declare Random_1 = seed (71053); // Use: "rand(Random_1)"
#declare Random_2 = seed ( 4953); // Use: "rand(Random_2)"

#declare Random_3 = seed (20); // Use: "rand(Random_1)"
#declare Random_4 = seed (20); // Use: "rand(Random_2)"
#declare Random_5 = seed (2); // Use: "rand(Random_1)"
#declare Random_6 = seed (20); // Use: "rand(Random_2)"

union{
 // outer loop
 #declare NrX = -5;    // start x
 #declare EndNrX = 5; // end   x
 #while (NrX< EndNrX)
       // inner loop
       #declare NrZ = 0;    // start z
       #declare EndNrZ = 24; // end   z
       #while (NrZ< EndNrZ)

       #declare Isolator = 1;
       #declare Wrinklesgain = 0.1;
       #declare Ripplesgain = .1;
       #declare IslandShearX = rand(Random_3);
       #declare IslandShearZ = rand(Random_4);
       #declare Islandgain = rand(Random_5);
       #declare Diameter = rand(Random_6);
       Geomorph()

       object{ Landscape

        //    translate<NrX*0.5 0.15 NrZ*0.5>}
              translate<  NrX*80 + 50*(-0.5+rand(Random_1)) ,
                          0.15 ,
                          NrZ*80 + 50*(-0.5+rand(Random_2))

                        >

             scale .2
            } // end

       #declare NrZ = NrZ + 1;  // next Nr z
       #end // --------------- end of loop z
       // end inner loop
 #declare NrX = NrX + 1;  // next Nr x
 #end // --------------- end of loop x
 // end of outer loop
rotate<0,0,0>
translate<0,0.0,-0.5>} // end of union


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