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- /***************************************************************************
- Scene fille for rendering Terrain Maker example heightfield
-
- Created by Eric Jorgensen (1994)
- ****************************************************************************/
-
-
- #include "colors.inc" // The include files contain
- #include "shapes.inc" // pre-defined scene elements
- #include "textures.inc" // This file has the blue_sky3 texture
-
- camera {
- location <210, 38, 40>
- sky <0, 1, 0>
- up <0, 1, 0>
- right <1, 0, 0>
- look_at < 553, -10, 698>
- }
- // FOG gives a natural looking haze
- // effect.
- fog {color White distance 1550 }
-
- #declare Mysky = sphere {
- <0,0,0>,0.98
- texture {
- Blue_Sky3
- finish {reflection 0.0 diffuse 0.0 ambient 1.0}
- }
- }
- // The sky object is just shell
- // with sky texture on the inside.
- // Note that the shell has the
- // no_shadow modifier. This is
- // so I can put the light source
- // on the outside.
- difference {
- sphere { <0,0,0>,1}
- object {Mysky}
-
- scale <3000,500,3000>
- texture {
- Blue_Sky3
- finish {reflection 0.0 diffuse 0.0 ambient 1.0}
- }
- no_shadow
- }
- // This is the water. I tried
- // using waves innstead of bumps,
- // but they looked awful.
- plane {
- <0,1,0>, 32
- texture {
- pigment {color rgb<0.0,0.1,0.2>}
- normal {bumps 0.5 scale .8}
- finish {phong 1 reflection .5 ambient 0.1 diffuse 0.2}
- }
-
- }
-
- // Here is the heightfield!
- height_field {
- gif "example.ghf"
- scale <1000,200,1000>
- texture {
- pigment {
- image_map {
- gif "example.ghf"
- }
- rotate x*90
- scale <1000,200,1000>
- }
- finish {crand 0.05 reflection 0.1 diffuse 0.7 ambient 0.2}
- }
- smooth // comment out this line to speed rendering
- }
-
- // When simulating sinshine, it is
- // good to keep the light source far
- // away.
- light_source { <-1500, 9000, 500> color White }
-
-