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@schas002
Created April 17, 2016 14:41
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@schas002 does POV-Ray - scene the third.
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//--------------------------------------------------------------------------
#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 75 // front view
location <0.0 , 1.0 ,-3.0>
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_1}
// sun ---------------------------------------------------------------------
light_source{<1500,2500,-2500> color White}
// sky ---------------------------------------------------------------------
plane{<0,1,0>,1 hollow
texture{pigment{ bozo turbulence 0.85 scale 1.0 translate<5,0,0>
color_map { [0.5 rgb <0.20, 0.20, 1.0>]
[0.6 rgb <1,1,1>]
[1.0 rgb <0.5,0.5,0.5>]}
}
finish {ambient 1 diffuse 0} }
scale 10000}
//------------------------------
fog{distance 300000 color White}
// sea ---------------------------------------------------------------------
plane{<0,1,0>, 0
texture{Polished_Chrome
normal { crackle 0.15 scale <0.35,0.25,0.25> turbulence 0.5 }
finish { reflection 0.60 }}}
//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
//--------------------------------------------------------------------------
//---------------------------------------------------------------------
height_field{ png "Mount1.png" smooth double_illuminate
// file types:
// gif | tga | pot | png | pgm | ppm | jpeg | tiff | sys
// [water_level N] // truncate/clip below N (0.0 ... 1.0)
translate<-0.5,-0.0,-0.5>
scale<50,7,50>*1
texture{ pigment { color rgb <0.82,0.6,0.4>}
normal { bumps 0.75 scale 0.025 }
} // end of texture
rotate<0, 0,0>
translate<2,0,30>
} // end of height_field ----------------------------------
//---------------------------------------------------------------------
//--------------------------------------------------------------------------
#declare Pigment_Pine_Wood3 =
pigment{ wood turbulence 0.02 octaves 4 lambda 3
scale 0.175 rotate <1, 1, 0>
color_map {
[0.0 color rgb <1.30, 0.99, 0.64>]
[0.5 color rgb <0.75, 0.39, 0.17>]
[0.7 color rgb <0.75, 0.39, 0.17>]
[1.0 color rgb <1.30, 0.99, 0.64>]
}// end of color_map
} // end of pigment
//--------------------------------------------------------------------------
#declare Pine_Wood_Bord_Texture =
texture{ pigment{ Pigment_Pine_Wood3 }
normal { pigment_pattern{ Pigment_Pine_Wood3 }
0.25 // pattern intensity !
translate<0,0,0>
} // end normal
finish { phong 0.3 phong_size 5 }
scale 0.2
translate <0.16,0.025,0.2>
} // end of texture -------------
//--------------------------------------------------------------------------
box { <0.00, 0.00, 0.00>,< 0.30, 0.05, 1.00>
texture{ Pine_Wood_Bord_Texture }
scale<1,1,1> rotate<0,0,0> translate<0,0,0>
} // end of box ......-------------------------------------------------
//--------------------------------------------------------------------------
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