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OS/2 Shareware BBS: 13 Bitmap
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13-Bitmap.zip
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povscn.zip
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scenes
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level2
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sunsethf.pov
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1993-09-28
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// Persistence of Vision Raytracer
// Height field sample
// by Douglas Muir
// Note: Original used 640 x 480 height field.
// This version is scaled down for distribution.
// Requires "fract003.gif" plasma gif for the height field.
#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
camera {
location <0.0, 80.0, -300.0>
direction <0.0, 0.0, 1.0>
up <0.0, 1.0, 0.0>
right <4/3, 0.0, 0.0>
look_at <0.0, 30.0, 200.0>
}
height_field {
gif "fract003.gif"
water_level 0.4
pigment {
image_map { gif "fract003.gif" }
quick_color White
rotate 90*x
scale <320.0, 1.0, 200.0>
translate <0.0, 0.0, -1.0>
}
scale <320, 256, 200>
scale <2.0, 0.5, 2.0>
translate <-160.0, -63.5, -100.0>
rotate 10*y
translate <-80.0, 0.0, -30.0>
}
// Define the ocean surface
plane { y, -10.0
pigment { Aquamarine }
normal {
waves 0.06
frequency 5000.0
scale 1000.0
}
finish {
ambient 0.1
diffuse 0.1
reflection 0.8
}
}
// Put a floor underneath to catch any errant waves from the ripples
plane { y, -11.0
pigment { colour red 1.0 green 0.6 }
finish {
crand 0.05
ambient 0.8
diffuse 0.0
}
}
// Now draw the sky
sphere { <0.0, 0.0, 0.0>, 3500.0
pigment {
onion
colour_map {
[0.0 0.6 colour red 1.0 green 0.6 blue 0.0
colour red 0.3 green 0.6 blue 0.6]
[0.6 1.0 colour red 0.3 green 0.6 blue 0.6
colour red 0.1 green 0.4 blue 0.6]
}
quick_colour red 0.7 green 0.7 blue 1.0
scale <6000.0, 1700.0, 4000.0>
translate <-1200.0, 220.0, 2500.0>
}
finish {
ambient 0.8
diffuse 0.0 /* we don't want clouds casting shadows on the sky */
}
}
// Put in a few clouds
plane { y, 300.0
pigment {
bozo
turbulence 0.5
colour_map {
[0.0 0.6 colour red 1.0 green 1.0 blue 1.0 filter 1.0
colour red 1.0 green 1.0 blue 1.0 filter 1.0]
[0.6 0.8 colour red 1.0 green 1.0 blue 1.0 filter 1.0
colour red 1.0 green 0.8 blue 0.1]
[0.8 1.001 colour red 1.0 green 0.8 blue 0.1
colour red 0.8 green 0.4 blue 0.2]
}
quick_colour red 0.7 green 0.7 blue 1.0
scale <1000.0, 200.0, 800.0>
}
finish {
ambient 0.7
diffuse 0.0
}
translate -450*x
rotate 6*y
}
// Now to cast some light on the subject
light_source { <-150.0, 250.0, -400.0> colour MediumGoldenrod }
// Now to cast some more light on the subject
light_source {
<0, 0, 0> colour red 1.0 green 0.7
looks_like {
sphere { <0.0, 0.0, 0.0>, 190.0
pigment { colour red 1.0 green 0.6 filter 0.35 }
finish { ambient 1.0 diffuse 0.0 }
}
}
translate <-1300.0, 380.0, 2500.0>
}