// Persistence of Vision Ray Tracer Scene Description File // File: jgwisles.pov // Vers: 3.5 // Desc: Entry for IRTC Sept-Oct 2002 // Date: 28 October 2002 // Auth: Doctor John (jguthkelch@netscape.net) #version 3.5; #include "functions.inc" global_settings { assumed_gamma 1.0 //You'll have to play with this to get exactly the effect I got //If you use this setting, your image will be way too light. } camera { location <5, 0.3, 0> angle 120 look_at <3,0.05,-4> right 4.4*x //This is a quick fix to exaggerate y-axis. Render at 2.667:1 } light_source { < 15, 20, 10>*1000 color rgb <0.85, 0.85, 1.0> } //An typical Scottish sky and sea mist rolling in sky_sphere { pigment { gradient y color_map { [(1-cos(radians( 80)))/2 color 1.0] [(1-cos(radians(120)))/2 color rgb <0.0, 0.0, 1.0>] } scale 2 translate -1 } pigment { bozo turbulence 1.5 octaves 10 omega 0.5 lambda 2.5 color_map { [0.0, 0.4 color rgbt<0.75, 0.75, 0.75, 0> color rgbt<0.9, 0.9, 0.9, 0.8> ] [0.4, 0.7 color rgbt<0.9, 0.9, 0.9, 0.8> color rgbt<1.0, 1.0, 1.0, 1.0> ] [0.7, 1.0 color rgbt<1.0, 1.0, 1.0, 1.0> color rgbt<1.0, 1.0, 1.0, 1.0> ] } scale <1, 0.3, 5> } pigment { bozo turbulence 0.6 octaves 10 omega 0.5 lambda 2.5 color_map { [0.0, 0.4 color rgbt<0.75, 0.75, 0.75, 0.0> color rgbt<0.9, 0.9, 0.9, 0.9> ] [0.4, 0.7 color rgbt<0.9, 0.9, 0.9, 0.9> color rgbt<1.0, 1.0, 1.0, 1.0> ] [0.7, 1.0 color rgbt<1.0, 1.0, 1.0, 1.0> color rgbt<1.0, 1.0, 1.0, 1.0> ] } scale <1, 0.3, 5> } pigment { bozo turbulence 0.8 octaves 10 omega 0.5 lambda 2.5 color_map { [0.0, 0.4 color rgbt<0.75, 0.75, 0.75, 0.0> color rgbt<0.9, 0.9, 0.9, 0.9> ] [0.4, 0.6 color rgbt<0.9, 0.9, 0.9, 0.9> color rgbt<1.0, 1.0, 1.0, 1.0> ] [0.6, 1.0 color rgbt<1.0, 1.0, 1.0, 1.0> color rgbt<1.0, 1.0, 1.0, 1.0> ] } scale <1, 0.3, 5> } } fog { distance 5 color rgbf<1.0, 1.0, 1.0, 0.7> fog_type 2 fog_offset 0.0 fog_alt 0.45 turbulence 1.2 } //A calm sea - an unusual occurrence in the Western Isles <ironic grin> box { <-15, -1.5, -30>, <30, 0.03, 1> texture { pigment { color rgb <0.01, 0.04, 0.04> } finish { reflection { 0.0, 0.65 fresnel on } conserve_energy specular 0.4 roughness 0.07 } normal{ function { f_ridged_mf(x, y, z, 0.07, 2.2, 7, 0.6, 0.9, 1) } 0.8 scale 0.025 } } interior { ior 1.31 } } //The land mass - work it out for yourself <big grin> #declare RUFF=function{ f_noise3d(x*40,y,z*40) } #declare RIDGEF=function{ y+abs(x+2)*0.15-0.2-f_noise3d(x*2,0,z)*0.5-f_noise3d(x*12,0,z*12)*0.03- RUFF(x*0.012,y*0.012,z*0.012)-f_noise3d(x*125,y*5,z*125)*0.005- f_noise3d(x*300,y*100,z*300)*0.002-f_noise3d(x*1000,y*400,z*1000)*0.0005 } isosurface { function { RIDGEF (x,y,z) } contained_by { box { <-10, -0.2, -30>, <10, 1.9, 1> } } max_gradient 2.1 pigment { function { RUFF(x,y,z)*((y+0.2)*0.12+y*0.3) } color_map { [0.000, 0.005 color <0.0, 0.0, 0.0 > color <0.2, 0.23, 0.125>] [0.005, 0.007 color <0.2, 0.23, 0.125> color <0.25, 0.33, 0.258>] [0.007, 0.025 color <0.25, 0.33, 0.258> color <0.2, 0.2, 0.175>] [0.025, 0.035 color <0.2, 0.2, 0.175> color <0.45, 0.25, 0.2>] [0.035, 0.050 color <0.45, 0.25, 0.2 > color <0.8, 0.8, 0.7>] [0.050, 1.000 color <0.8, 0.8, 0.7 > color <0.8, 0.8, 0.07 >] } frequency 0.23 } normal { function { 1-f_noise3d(x*345,y*345,z*345) } slope_map { [0.0 <1, 1>] [0.7 <0, 1>] } scale 0.1 } finish { phong 0.04 } }