Landscape of the week 2, generation 13, scene 1
This page contains more details on this particular image. Due to the large number of scenes most of them get only rendered at relatively low resolution and quality settings (512x384, no aa). The original image therefore looks a bit jaggy and you might find the scaled down version below better suited to rate the image. The original render is available through the link.
Render time: 0h 10m 46s
POV-Ray source:
This is the source code for the above image, to render you need to have the following tools:
MegaPOV is only required for the exposure calculations. You can render the scene with
official POV-Ray 3.5 or 3.6 if you remove the exposure parameters in
global_settings{}
but the result will look different then.Jaime's LightSys is used for the sky in some of the images
Gilles Tran's Makeclouds is required for the clouds in some scenes.
- Some include files with color maps and pigments.
This source code is provided for rendering larger versions of the image for personal use and for enjoyment and education. Commercial use of the source or renders is not allowed.
// Persistence Of Vision Ray Tracer Scene Description File
// -------------------------------------------------------
// File: @(#)lotw_scene_013_01.pov
// Description: automatically generated scene for LOTW-2
// Author: LOTW-2 by Christoph Hormann <chris_hormann@gmx.de>
//
#version unofficial megapov 1.0;
// ----------------------------------------
global_settings {
assumed_gamma 1.0
max_trace_level 15
radiosity {
pretrace_start 0.08
pretrace_end 0.01
count 20
nearest_count 3
error_bound 3.0
recursion_limit 1
low_error_factor 1
gray_threshold 0.0
minimum_reuse 0.015
brightness 0.75
always_sample off
}
exposure 0.8
exposure_gain 1.65
}
// --- part written by terrain.inc ---
#include "functions.inc"
#declare fn_Hill_Spline=
function {
spline {
cubic_spline
-100, <-100, 0.0>,
-2.3, <-1.6, 0.15>,
-1.0, <-1.1, 0.8>,
0, < 0.0, 1.0>,
1.0, < 1.1, 0.8>,
2.3, < 1.6, 0.15>,
100, < 100, 0.0>
}
}
#declare Bkg_Dist=625.60;
#local fn_Form=
function {
pattern {
granite
rotate 120.00
scale 29.733*<1,1,10>
}
}
#local fn_Base=
function {
pattern {
agate
poly_wave 2
rotate 71.08
scale 3.979
}
}
#local fn_Struct=
function {
pattern {
bozo
scale <0.189, 0.189, 0.094>
warp { turbulence 0.6 omega 0.55 octaves 8 lambda 2.7 }
scale <1,1,0.4>
rotate <30.000, 30.000, 360.000>
}
}
#declare LOTW_Terrain_Struct_Function=
function {
fn_Struct(x, y, z)
}
#local fn_Terrain=
function {
z
- fn_Form(x, y, 0)*2.100
- fn_Base(x, y, z)*0.832
- fn_Struct(x, y, z)*0.043
}
#declare LOTW_Terrain_Trace=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 750, 3.5> }
}
accuracy 0.0005
max_gradient 50
}
#declare LOTW_Terrain=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 750, 3.5> }
}
accuracy 0.0005
max_gradient 5
}
#declare LOTW_Terrain_Grass=object { LOTW_Terrain_Trace }
// --- part written by terrain_text.inc ---
#declare Gamma=2.2;
#include "include/cm_landscape31.inc"
#declare Pigm_Terrain=
pigment {
agate
warp { turbulence 0.65 omega 0.6 octaves 8 }
scale 0.08*<1,1,0.2>
pigment_map {
[0.125
granite
color_map { CM_landscape31_4 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 1.2
]
[0.375
granite
color_map { CM_landscape31_3 }
warp { turbulence 0.6 omega 0.6 }
translate 5.000
scale 1.2
]
[0.625
granite
color_map { CM_landscape31_2 }
warp { turbulence 0.6 omega 0.6 }
translate 10.000
scale 1.2
]
[0.875
granite
color_map { CM_landscape31_1 }
warp { turbulence 0.6 omega 0.6 }
translate 15.000
scale 1.2
]
}
}
#declare LOTW_Tex_Terrain_Dry=
texture {
pigment { Pigm_Terrain }
finish {
ambient 0
diffuse 0.65
}
}
#declare LOTW_Tex_Terrain_Wet=
texture {
pigment { Pigm_Terrain }
finish {
ambient 0
diffuse 0.2
}
}
#declare LOTW_Tex_Terrain=
texture {
function {
(z>1.00)
}
texture_map {
[0.5 LOTW_Tex_Terrain_Wet]
[0.5 LOTW_Tex_Terrain_Dry]
}
}
// --- part written by camera.inc ---
#declare Cam_Loc=<0.200, -5.000, 1.582>;
#declare Cam_Look=<0.000, 0.000, 1.582>;
#declare Cam_Angle=45.000;
camera {
location Cam_Loc
direction y
sky z
up z
right (image_width/image_height)*x
look_at Cam_Look
angle Cam_Angle
}
// --- part written by skies.inc ---
// ----------------------------------------
// >>>> skysphere sky 2 <<<<
// ----------------------------------------
sky_sphere {
pigment {
pigment_pattern {
spherical
color_map { [0 rgb 0][1 rgb 1] }
scale 0.5
translate -y
rotate -80.00*x
rotate -280.51*z
}
pigment_map {
[0 gradient z
color_map {
[0.047 color rgb <1.000, 1.087, 1.250>]
[0.142 color rgb <0.600, 0.803, 1.596>]
[0.237 color rgb <0.400, 0.661, 1.768>]
}
]
[1 color rgb <1.260, 1.050, 0.840>]
}
}
}
// --- part written by lighting.inc ---
light_source {
<0.171, -0.032, 0.985>*9500
color rgb <5.996, 5.778, 5.993>
}
sphere {
0, 1
hollow on
no_shadow
pigment { rgbt 1 }
interior {
media {
emission 1/100
density {
spherical
poly_wave 4
density_map {
[0.0 rgb 0]
[0.5 color rgb <1.799, 1.733, 1.798>]
[1.0 color rgb <5.996, 5.778, 5.993>]
}
}
samples 1,1 intervals 1 confidence .1
method 3
}
}
scale 240
translate <0.171, -0.032, 0.985>*9500
}
// --- part written by atmosphere.inc ---
// --- part written by water.inc ---
#declare M_Water_1 =
material {
texture {
pigment { rgbt <0.2, 0.24, 0.21, 0.97> }
finish {
diffuse 0.22
ambient 0
reflection {
0.0, 1.0
fresnel on
}
conserve_energy
specular 0.4
roughness 0.0035
}
}
interior {
ior 1.33
media {
absorption <1.0, 0.92, 0.9>*1.6
}
}
}
#declare fn_Water2=
function(x,y) {
f_noise3d(x*60.0/2.00000,y*60.0/2.00000, 0)
}
isosurface {
function {
z-fn_Water2(x, y)*0.00180
}
max_gradient 1.2
accuracy 0.001
open
contained_by { box { <-500, -50, -1>, <500, 500, 0.00180+0.00001> } }
translate 1.000*z
material {
M_Water_1
}
hollow on
}
// --- part written by clouds.inc ---
#declare Cloud=
box {
0,1
texture { pigment { rgbt 1 } finish{ ambient 0 diffuse 0 } }
hollow on
interior {
media {
scattering { 1, 0.002*<0.526, 0.611, 0.611> }
absorption 0.002*2.021
intervals 1//3
density {
density_file df3 "makecloud/cloud2_4.df3"
interpolate 1
}
}
}
translate -0.5
rotate 90*x
scale <1.33,1,-0.8>
}
union {
object {
Cloud
scale 893.96
rotate z*315.78
translate <-288.05, 2494.19, 560.00>
}
object {
Cloud
scale 954.90
rotate z*359.34
translate <2338.49, 2873.13, 560.00>
}
object {
Cloud
scale 1186.83
rotate z*308.40
translate <-978.82, 1609.37, 560.00>
}
object {
Cloud
scale 917.10
rotate z*55.13
translate <3324.93, 3203.10, 560.00>
}
object {
Cloud
scale 1083.59
rotate z*202.06
translate <-1233.70, 3897.97, 560.00>
}
object {
Cloud
scale 1086.29
rotate z*300.67
translate <754.96, 3901.57, 560.00>
}
object {
Cloud
scale 1061.67
rotate z*328.80
translate <289.11, 937.76, 560.00>
}
object {
Cloud
scale 1021.52
rotate z*146.30
translate <-2430.63, 3554.36, 560.00>
}
object {
Cloud
scale 1165.17
rotate z*17.02
translate <1475.01, 1983.64, 560.00>
}
object {
Cloud
scale 915.34
rotate z*191.20
translate <-3449.79, 3414.79, 560.00>
}
object {
Cloud
scale 987.68
rotate z*205.02
translate <1824.19, 3741.67, 560.00>
}
object {
Cloud
scale 1247.14
rotate z*297.06
translate <-2706.63, 2399.14, 560.00>
}
object {
Cloud
scale 924.82
rotate z*32.43
translate <-1568.87, 2749.55, 560.00>
}
object {
Cloud
scale 893.05
rotate z*198.91
translate <756.80, 2910.16, 560.00>
}
object {
Cloud
scale 572.51
rotate z*276.10
translate <-56.64, 3241.07, 560.00>
}
object {
Cloud
scale 569.93
rotate z*239.65
translate <-297.50, 3833.71, 560.00>
}
rotate -295.06*z
}
object {
LOTW_Terrain
texture {
LOTW_Tex_Terrain
}
}
plane {
z, 0
texture {
pigment {
color rgb 0.3
}
finish {
diffuse 0.7
ambient 0.0
}
}
}