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Shareware Supreme Volume 6 #1
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swsii.zip
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POVSCN20.ZIP
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MTMAND.POV
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1993-09-28
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// Persistence of Vision Raytracer
// MTMAND.POV By Dan Farmer
// Modified by Tim Wegner
// Low resolution versions of the images MTMAND.POT and MTMANDJ.GIF are
// included so that you can render this scene, however in order to really
// do the scene justice you should substitute higher resolution versions
// of these images. MTMAND.PAR contains the fractal parameters to generate
// both images using the DOS program FRACTINT.
#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
#declare PlanetColor = color red 0.65 green 0.65 blue 1.00
// The following constants simply make it easier to swap images of different
// scales. Change ScaleX and ScaleZ if you generated the MTMAND.POT file at
// a resolution different from 360 x 480 which Dan used.
#declare ScaleX = 0.5625 // 360/(pot image width)
#declare ScaleZ = 1.0 // 480/(pot image height)
camera {
location <-150.0, 300.0, -650.0>
direction <0.0, 0.0, 4.0> // "Telephoto" lens, "compresses" distance
up <0.0, 1.0, 0.0> // The distance also seems to smooth the h-field
right <4/3, 0.0, 0.0>
look_at <-40.0, 150.0, 0.0>
}
// Define a couple of colors for the light sources.
#declare MainLight = color red 0.8 green 0.8 blue 0.8
#declare FillLight = color red 0.23 green 0.23 blue 0.25
// Light source (main)
light_source { <-400.0, 300.0, -60.0> color MainLight }
// Light source ( shadow filler )
light_source { <-50.0, 300.0, -60.0> color FillLight }
height_field {
// 16 bit continuous potential Fractint fractal,
// floating point activated to allow a large bailout value
// Fractint parameters are:
// type=mandel
// corners=-0.1992/-0.1099914/1.0000046/1.06707
// float=yes
// maxiter=1500
// potential=255/2200/1000/16bit
// savename=mtmand
pot "mtmand.pot"
// pot "mtmand.pot" smooth // <== try this for high resolution renders
// gif "mtmand.gif" smooth // <== do this instead if no POT available
water_level 0.0
pigment { White }
finish {
crand 0.025 // dither - not used often, but this image needs it.
ambient 0.2 // Very dark shadows
diffuse 0.8 // Whiten the whites
phong 0.75 // Fairly shiny
phong_size 100.0 // with tight highlights
specular 1.0
roughness 0.005
}
scale <640, 256, 480>
scale <ScaleX, 0.5, ScaleZ> // Reduce the height, scale to 360 x 480
translate <-180, 0.0, -240> // Center the image by half of ScaleX and ScaleZ
}
// Sky sphere
sphere { <0.0, 0.0, 0.0>, 1200.0
pigment {
gradient y // Fade from yellow to orange to red to black
color_map {
[0.00 0.10 color Yellow color Orange] // Yellow at horizon
[0.10 0.15 color Orange color Red] // Fade to orange to red
[0.15 0.27 color Red color Black ] // then to dark red
[0.27 1.01 color Black color Black ] // to Black at zenith
}
quick_color SummerSky
scale 1000 // Big enough to surround the universe
translate <0.0, -240.0, 0.0> // This ajusts for the viewer position
}
finish {
ambient 1.0 // Keep objects from casting shadows
diffuse 0.0 // All light comes from ambient sources
}
}
// Planet
sphere { <-95.0, 50.0, 600.0>, 35.0
pigment { PlanetColor }
normal {
bump_map { // Bump texture with corresponding julia image
// type=julia
// corners=-1.568/1.568/-1.176/1.176
// params=-0.1545957/1.0335373
// float=yes
// maxiter=256
gif "mtmandj.gif"
bump_size 15.0
interpolate 4.0 // Smooth the image
}
// mapped image is 1x1x1, with lower left corner at 0,0,0
translate <-0.5, -0.5, 0.0> // Center the image at origin
scale <35.0, 35.0, 35.0>
rotate 95*z // Tweak the positioning a little
}
finish {
specular 0.35 // Fairly "dull" surface
roughness 0.5 // spread the highlight
ambient 0.0 // Dark shadows
diffuse 0.75
}
}
// end of file