// Persistence of Vision Ray Tracer Scene Description File // // Water Tunnel Scene: Water // // Copyright April-June 2001 Christoph Hormann // #version unofficial MegaPov 0.7; //------( Ground Pigment )---------------------- #macro Pig02(Bright) bozo color_map { [0.39 color rgb <0.88, 0.87, 0.65>*Bright ] [0.42 color rgb <0.88, 0.87, 0.90>*Bright ] [0.61 color rgb <0.88, 0.87, 0.90>*Bright ] [0.64 color rgb <0.72, 0.65, 0.54>*0.3*Bright ] } turbulence 0.4 scale 0.6 #end #macro Pig01(Bright) granite pigment_map { [0.35 color rgb <0.32, 0.35, 0.34>*0.6*Bright ] [0.42 color rgb <0.85, 0.83, 0.65>*0.8*Bright ] [0.61 color rgb <0.85, 0.83, 0.65>*0.8*Bright ] [0.65 Pig02(Bright) ] } turbulence 0.6 scale 2 #end #macro Ground_Pig_01(Bright) bozo pigment_map { [0.41 Pig01(Bright) ] [0.43 Pig02(Bright) ] [0.62 Pig02(Bright) ] [0.64 color rgb <0.88, 0.87, 0.65>*Bright ] } turbulence 0.25 scale 0.3 scale 1/20 #end //------( Ground Object )---------------------- #declare Ground= union { sphere { -200*z, 198.48 } plane { z, -5 } texture{ pigment { spherical pigment_map { [0.1 Ground_Pig_01(0.2) ] [0.8 Ground_Pig_01(0.6) ] } scale 20 } finish { ambient 0 diffuse 0.6 } normal { wrinkles 0.9 scale 0.3 } } } object { Ground } //------( Water )---------------------- #declare fnRMF=function{"ridgedMF",<0.07, 2.2, 7, 0.6, 0.9>} #declare M_Watx4= material { texture { pigment { rgbt <0.2, 0.22, 0.21, 0.94> } finish { specular 0.45 roughness 0.047 ambient 0.0 diffuse 0.005 reflection_type 1 reflection_max <1.1, 1.1, 1.2> reflection_min 0.0 conserve_energy metallic 0.5 } } interior { ior 1.32 fade_distance 2 fade_power 1001.0 fade_color <0.02, 0.20, 0.06> } } #declare WaterISO= isosurface { function { z-(fnRMF((x-12)*5.5*1.42, y*4*1.42, 0)-0.4)*0.052 } method 2 max_gradient 3 //eval accuracy 0.01 contained_by { box { <-1000, -1000, -4>, <1000, 1000, 0.06> } } } merge { difference { object { WaterISO } cylinder { -z*4.01, 0.11*z, 5 } photons{ ignore_photons } } intersection { object { WaterISO } cylinder { -z*4.01, 0.11*z, 5.0001 } photons {target reflection on refraction on ignore_photons } } material { M_Watx4 } translate -1*x translate -0.3*z }