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@schas002
Last active April 17, 2016 10:22
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@schas002 does POV-Ray - scene the first.
#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 ---------------------------------------------------------------------
// Create an infinite sphere around scene and allow any pigment on it
sky_sphere{ pigment { gradient <0,1,0>
color_map { [0.00 rgb <0.6,0.7,1.0>]
[0.35 rgb <0.0,0.1,0.8>]
[0.65 rgb <0.0,0.1,0.8>]
[1.00 rgb <0.6,0.7,1.0>]
}
scale 2
} // end of pigment
} //end of skysphere -------------------------------------
// fog ---------------------------------------------------------------------
fog{fog_type 2
distance 50
color White
fog_offset 0.1
fog_alt 2.0
turbulence 0.8}
// ground ------------------------------------------------------------------
plane { <0,1,0>, 0
texture{ pigment{ color rgb<0.35,0.65,0.0>*0.9 }
normal { bumps 0.75 scale 0.015 }
finish { phong 0.1 }
} // end of texture
} // end of plane
//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
//--------------------------------------------------------------------------
box { <-1.00, 0.00, -1000>,< 1.00, 0.001, 1000>
texture{ pigment{ color rgb<1,1,1>*0.3}
normal { bumps 0.5 scale 0.005}
finish { phong 0.1}
} // end of texture
scale <1,1,1> rotate<0,0,0> translate<0,0,0>
} // end of box --------------------------------------
// linear prism in z-direction: from ,to ,number of points (first = last)
prism { -1.00 ,1.00 , 6
<-1.00, 0.00>, // first point
< 1.00, 0.00>,
< 1.00, 1.00>,
< 0.00, 2.00>,
<-1.00, 1.00>,
<-1.00, 0.00> // last point = first point!!!!
rotate<-90,0,0> scale<1,1,-1> //turns prism in z direction! Don't change this line!
texture{ T_Wood1
normal { wood 0.5 scale 0.05}
finish { phong 1 }
rotate<0,0, 0> scale 0.5
} // end of texture ------------------------
scale <0.50,0.50,0.50>
rotate <0,0,0>
translate <1.50,0.00,0.50>
} // end of prism --------------------------------------------------------
// linear prism in z-direction: from ,to ,number of points (first = last)
prism { -1.10 ,1.10 , 7
<-1.05, 0.95>, // first point
< 0.00, 2.00>,
< 1.05, 0.95>,
< 1.05, 1.00>,
< 0.00, 2.05>,
<-1.05, 1.00>,
<-1.05, 0.95> // last point = first point!!!!
rotate<-90,0,0> scale<1,1,-1> //turns prism in z direction! Don't change this line!
texture { pigment{ color Scarlet }
finish { phong 1.0 }
} // end of texture
scale <0.50,0.50,0.50>
rotate <0,0,0>
translate <1.50,0.00,0.50>
} // end of prism --------------------------------------------------------
//---------------------------------------------------------------------
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 ----------------------------------
//---------------------------------------------------------------------
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