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// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence Of Vision Ray Tracer Scene Description File
// File: landscape.pov
// Desc: Use of 'trace' for placing objects on isosurfaces/heightfields
// Furthermore showing the following techniques:
// - use of piment functions for creatig isosurface terrain
// - use function image type for heightfields
// - slope pattern
// - random variation of objects using rand() and macros
// - nested #while loops for placing objects in a grid
// - creation of simple trees using partly transparent textures
//
// Date: June 2001
// Auth: Christoph Hormann
// Updated: 2013/02/15 for 3.7
//
// -w320 -h240
// -w512 -h384 +a0.3
// ------------------------------------------
#version 3.7;
global_settings { assumed_gamma 1.0 }
#declare Test_Render=false; // use simplified trees if true
#declare use_iso=false; // use an isosurface object (HF with function image type otherwise)
#declare Viewpoint=1;
global_settings {
assumed_gamma 1.0
max_trace_level 25
noise_generator 2
}
//-------------------------------------------------------------------------
// This scene uses a non-standard camera set-up.
// (See CAMERA in the included documentation for details.)
// If you are new to POV-Ray, you might want to try a different demo scene.
//-------------------------------------------------------------------------
#if (Viewpoint=1)
camera {
//location <3.7, -0.55, 0.3>
location <3.0, 2.3, 0.3>
direction y
sky z
up z
right x*image_width/image_height // keep propotions with any aspect ratio
look_at <0.0, 0.0, 0.1>
angle 32
}
#else
camera {
location <7, 14, 7>
direction y
sky z
up z
right x*image_width/image_height // keep propotions with any aspect ratio
look_at <0.0, 0.0, 0.0>
angle 32
}
#end
light_source {
<1.0, 4.0, 1.3>*100000
color rgb <1.5, 1.4, 1.1>
}
// -------- Sky -------------
sphere {
0,1
texture {
pigment {
gradient z
color_map {
[0.03 color rgb <0.55, 0.65, 1.0> ]
[0.12 color rgb <0.30, 0.40, 1.0> ]
}
}
finish { ambient 1 diffuse 0 }
}
scale 1000
no_shadow
hollow on
}
// -------- random seeds for the Trees -------------
#declare Seed=seed(2);
#declare Seed2=seed(1);
// -------- Tree textures -------------
#if (Test_Render)
// simple textures for test renders
#declare T_Wood=
texture {
pigment { color rgb <1, 0, 0> }
}
#declare T_Tree=
texture {
pigment { color rgb <1, 0, 0> }
}
#else
#declare T_Wood=
texture {
pigment { color rgb <0.4, 0.2, 0.05> }
finish {
specular 0.3
diffuse 0.5
}
normal {
bozo 0.6
scale <0.1, 0.1, 0.5>
}
}
#declare T_Tree=
texture {
pigment {
agate
color_map {
[0.77 color rgbt 1]
[0.77 color rgb <0.2, 0.5, 0.10> ]
[0.85 color rgb <0.4, 0.6, 0.15> ]
[0.97 color rgb <0.4, 0.6, 0.15> ]
[0.99 color rgb <0.4, 0.2, 0.05> ]
}
scale 0.5
warp { turbulence 0.4 }
}
finish {
diffuse 0.5
brilliance 1.5
ambient 0.07
}
normal {
wrinkles 0.6
scale 0.5
}
}
#end
// -------- Tree macro -------------
#macro TreeA (Size)
union {
cylinder { 0, Size*z, Size*0.04 } // Trunk
union { // Roots
cylinder { 0, -Size*0.30*z, Size*0.025 rotate (40+rand(Seed)*20)*x rotate rand(Seed2)*360*z }
cylinder { 0, -Size*0.25*z, Size*0.020 rotate (40+rand(Seed)*20)*x rotate rand(Seed2)*360*z }
cylinder { 0, -Size*0.27*z, Size*0.022 rotate (40+rand(Seed)*20)*x rotate rand(Seed2)*360*z }
}
union { // Branches
cylinder {
0, Size*0.35*z, Size*0.025
rotate (40+rand(Seed)*35)*x
rotate rand(Seed2)*360*z
translate Size*(0.7+0.3*rand(Seed))*z
}
cylinder {
0, Size*0.40*z, Size*0.026
rotate (40+rand(Seed)*35)*x
rotate rand(Seed2)*360*z
translate Size*(0.7+0.3*rand(Seed))*z
}
cylinder {
0, Size*0.27*z, Size*0.022
rotate (40+rand(Seed)*35)*x
rotate rand(Seed2)*360*z
translate Size*(0.7+0.3*rand(Seed))*z
}
}
#if (Test_Render) // Foliage
sphere {
Size*z, Size*(0.4+rand(Seed)*0.15)
scale <rand(Seed)*0.5+0.5, rand(Seed)*0.5+0.5, 1>
texture { T_Tree scale Size translate rand(Seed)*6 }
}
#else
union {
sphere {
Size*z, Size*(0.4+rand(Seed)*0.15)
scale <rand(Seed)*0.5+0.5, rand(Seed)*0.5+0.5, 1>
texture { T_Tree scale Size translate rand(Seed)*6 }
}
sphere {
Size*z, Size*(0.3+rand(Seed)*0.15)
scale <rand(Seed)*0.5+0.5, rand(Seed)*0.5+0.5, 1>
texture { T_Tree scale Size translate rand(Seed)*6 }
}
sphere {
Size*z, Size*(0.2+rand(Seed)*0.15)
scale <rand(Seed)*0.5+0.5, rand(Seed)*0.5+0.5, 1>
texture { T_Tree scale Size translate rand(Seed)*6 }
}
sphere {
Size*z, Size*(0.3+rand(Seed)*0.15)
scale <rand(Seed)*0.5+0.5, rand(Seed)*0.5+0.5, 1>
texture { T_Tree scale Size translate rand(Seed)*6 }
}
sphere {
Size*z, Size*(0.2+rand(Seed)*0.15)
scale <rand(Seed)*0.5+0.5, rand(Seed)*0.5+0.5, 1>
texture { T_Tree scale Size translate rand(Seed)*6 }
}
sphere {
Size*z, Size*(0.3+rand(Seed)*0.15)
scale <rand(Seed)*0.5+0.5, rand(Seed)*0.5+0.5, 1>
texture { T_Tree scale Size translate rand(Seed)*6 }
}
}
#end
texture { T_Wood scale Size }
}
#end
// -------- Terrain textures -------------
#declare T_Sand=
texture {
pigment { color rgb <1.1, 0.7, 0.3> }
finish {
specular 0.06
ambient <0.8, 0.9, 1.4>*0.1
}
normal {
granite 0.3
scale 0.1
}
}
#declare T_Grass=
texture {
pigment { color rgb <0.5, 1.15, 0.3> }
finish {
specular 0.1
diffuse 0.3
brilliance 1.6
ambient <0.8, 0.9, 1.4>*0.03
}
normal {
granite 0.5
accuracy 0.01
scale 0.12
}
}
#declare T_Rock=
texture {
pigment {
agate
color_map {
[0.2 color rgb <0.55, 0.50, 0.50> ]
[0.6 color rgb <0.75, 0.50, 0.60> ]
[1.0 color rgb <0.70, 0.60, 0.60> ]
}
scale 0.2
warp { turbulence 0.5 }
}
finish {
specular 0.2
diffuse 0.4
ambient <0.8, 0.9, 1.4>*0.06
}
normal {
granite 0.6
scale 0.1
}
}
#declare T_Terrain=
texture {
slope { -z*0.8 altitude z }
texture_map {
[0.05 T_Grass ]
[0.09 T_Sand ]
[0.19 T_Sand ]
[0.23 T_Rock ]
}
translate -0.05*z
}
#if (use_iso)
// -------- Use an isosurface for the terrain -------------
#declare fnPig= // Terrain shape function
function{
pigment {
agate
color_map {
[0.0 color rgb 0.0]
[0.3 color rgb 0.2]
[0.7 color rgb 0.8]
[1.0 color rgb 1.0]
}
warp { turbulence 0.01 }
scale 5
translate <1.8, -6.7, 0>
}
}
#declare Terrain_Obj=
isosurface {
function { z-fnPig(x, -y, 0).gray*0.4 }
max_gradient 2.8
//evaluate 1, 10, 0.99 // for evaluating max_gradient
accuracy 0.02
contained_by { box { <-3, -3, -0.1>, <3, 3, 0.41> } }
}
#else
// -------- Use a heightfield for the terrain -------------
#declare Terrain_Obj=
height_field {
function 500,500 {
pigment {
agate
color_map {
[0.0 color rgb 0.0]
[0.3 color rgb 0.2]
[0.7 color rgb 0.8]
[1.0 color rgb 1.0]
}
warp { turbulence 0.01 }
scale 5
translate <1.8, -6.7, 0>
translate <3, 3, 0>
scale 1/6
translate -0.5*y
scale <1, -1, 1>
translate 0.5*y
}
}
rotate -90*x
scale <6, 6, -0.4>
translate <-3, -3, 0>
}
#end
object {
Terrain_Obj
texture { T_Terrain }
}
// -------- Placing the trees -------------
#declare Spacing=0.24;
#declare Cnt=0;
#declare PosX=-3;
#while (PosX < 3)
#declare PosY=-3;
#while (PosY < 3)
// trace function
#declare Norm = <0, 0, 0>;
#declare Start = <PosX+(rand(Seed)-0.5)*Spacing, PosY+(rand(Seed)-0.5)*Spacing, 1.0>;
#declare Pos = trace (
Terrain_Obj, // object to test
Start, // starting point
-z, // direction
Norm ); // normal
#if (Norm.x != 0 | Norm.y != 0 | Norm.z != 0) // if intersection is found, normal differs from 0
#if ((vdot(Norm, z)>0.85) & (Pos.z < 0.25))
// criteria for placing trees: not too steep and not too high
object {
TreeA (0.05+rand(Seed)*0.02)
translate Pos
}
#declare Cnt=Cnt+1;
#end
#end
#declare PosY=PosY+Spacing;
#end
#declare PosX=PosX+Spacing;
#end
#debug concat("Placed ", str(Cnt,0,0), " Trees\n")
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