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@schas002
Created April 17, 2016 12:06
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@schas002 does POV-Ray - scene the second.
#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_0}
// sun ---------------------------------------------------------------------
light_source{<-1500,2500,-2500> color White}
// sky ---------------------------------------------------------------------
sky_sphere { pigment { gradient <0,1,0>
color_map { [0.00 rgb <1.0,1.0,1.0>]
[0.30 rgb <0.0,0.1,1.0>]
[0.70 rgb <0.0,0.1,1.0>]
[1.00 rgb <1.0,1.0,1.0>]
}
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 <1.00,0.95,0.8>}
normal { bumps 0.75 scale 0.025 }
finish { phong 0.1 }
} // end of texture
} // end of plane
//--------------------------------------------------------------------------
//---------------------------- objects in scene ----------------------------
//--------------------------------------------------------------------------
//-------------------------------------------------------------
//-------------------------------------------------------------
#declare Random_1 = seed (1);
#declare Random_2 = seed (2);
#declare Blade_Radius = 0.01;
#declare Blade_Height = 1.00;
//-------------------------------------------------------------
union{ //------------------------------------------------------
#local Nr = 0; // start
#local End = 70; // end
#while (Nr< End)
cone{ <0,0,0>,Blade_Radius,
<0,Blade_Height+0.50*rand(Random_1),0>,0.00
texture { pigment{ color rgb< 0.5, 1.0, 0.0> }
normal { bumps 0.5 scale 0.05 }
finish { phong 1 reflection 0.00}
} // end of texture
rotate<0,0,Nr*70/End>
translate<0,0,0>
rotate<0,Nr * 360/End+360*rand(Random_2),0>
} //---------------------------
#local Nr = Nr + 1; // next Nr
#end // --------------- end of loop
rotate<0,0,0>
translate<0,0,0>
} // end of union ---------------------------------------------
//-------------------------------------------------------------
//-------------------------------------------------------------
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<-1.5,0,0>
} // end of box --------------------------------------
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