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Crawly Crypt Collection 2
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crawlyvol2.bin
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graphics
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2
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sunsethf.pov
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1992-07-21
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133 lines
// 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 <1.333333 0.0 0.0>
look_at <0.0 30.0 200.0>
}
object {
height_field { gif "fract003.gif"
water_level 101.0
}
scale <320 256 200>
texture {
image_map { <1.0 0.0 -1.0> gif "fract003.gif" }
scale <320.0 1.0 200.0>
translate <0.0 0.0 -1.0>
}
scale <2.0 0.5 2.0>
translate <-160.0 -63.5 -100.0>
rotate <0.0 10.0 0.0>
translate <-80.0 0.0 -30.0>
colour White
}
// Define the ocean surface
object {
plane { <0.0 1.0 0.0> -10.0 }
texture {
colour Aquamarine
waves 0.06
frequency 5000.0
ambient 0.1
diffuse 0.1
reflection 0.8
scale <1000.0 1000.0 1000.0>
}
colour red 1.0 green 0.3
}
// Put a floor underneath to catch any errant waves from the ripples
object {
plane { <0.0 1.0 0.0> -11.0 }
texture {
0.05
colour red 1.0 green 0.6
ambient 0.8
diffuse 0.0
}
colour red 1.0 green 0.6
}
// Now draw the sky
object {
sphere { <0.0 0.0 0.0> 3500.0 }
texture {
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]
}
scale <6000.0 1700.0 4000.0>
translate <-1200.0 220.0 2500.0>
ambient 0.8
diffuse 0.0 /* we don't want clouds casting shadows on the sky */
}
colour red 0.7 green 0.7 blue 1.0
}
// Put in a few clouds
object {
plane { <0.0 1.0 0.0> 300.0 }
texture {
bozo
turbulence 0.5
colour_map {
[0.0 0.6 colour red 1.0 green 1.0 blue 1.0 alpha 1.0
colour red 1.0 green 1.0 blue 1.0 alpha 1.0]
[0.6 0.8 colour red 1.0 green 1.0 blue 1.0 alpha 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]
}
scale <1000.0 200.0 800.0>
ambient 0.7
diffuse 0.0
}
translate <-450.0 0.0 0.0>
rotate <6.0 0.0 0.0>
colour red 0.7 green 0.7 blue 1.0
}
// Now to cast some light on the subject
object {
light_source { <-150.0 250.0 -400.0>
colour MediumGoldenrod
}
}
// Now to cast some more light on the subject
object {
union {
sphere { <0.0 0.0 0.0> 190.0
texture {
colour red 1.0 green 0.6 alpha 0.35
ambient 1.0
diffuse 0.0
}
}
light_source { <0 0 0> colour red 1.0 green 0.7 }
}
translate <-1300.0 380.0 2500.0>
}