Landscape of the week 2, generation 14, scene 3
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 6m 38s
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_014_03.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=712.68;
#local fn_Form=
function {
pattern {
granite
rotate 27.26
scale 30.000*<1,1,10>
}
}
#local fn_Base=
function {
pattern {
agate
poly_wave 2
rotate 77.08
scale 4.000
}
}
#local fn_Struct=
function {
pattern {
bozo
scale <0.232, 0.232, 0.116>
warp { turbulence 0.6 omega 0.55 octaves 8 lambda 2.7 }
scale <1,1,0.4>
rotate <30.000, 27.288, 214.380>
}
}
#declare LOTW_Terrain_Struct_Function=
function {
fn_Struct(x, y, z)
}
#local fn_Terrain=
function {
z
- fn_Form(x, y, 0)*2.400
- fn_Base(x, y, z)*0.832
- fn_Struct(x, y, z)*0.036
}
#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 {
slope z
pigment_map {
[0.125
granite
color_map { CM_landscape31_1 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 0.3
]
[0.375
granite
color_map { CM_landscape31_2 }
warp { turbulence 0.6 omega 0.6 }
translate 5.000
scale 0.3
]
[0.625
granite
color_map { CM_landscape31_3 }
warp { turbulence 0.6 omega 0.6 }
translate 10.000
scale 0.3
]
[0.875
granite
color_map { CM_landscape31_4 }
warp { turbulence 0.6 omega 0.6 }
translate 15.000
scale 0.3
]
}
}
#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, 2.201>;
#declare Cam_Look=<0.000, 0.000, 2.201>;
#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 -55.94*x
rotate -301.97*z
}
pigment_map {
[0 gradient z
color_map {
[0.050 color rgb <1.000, 1.087, 1.250>]
[0.150 color rgb <0.613, 0.810, 1.663>]
[0.250 color rgb <0.419, 0.672, 1.869>]
}
]
[1 color rgb <1.391, 1.159, 0.927>]
}
}
}
// --- part written by lighting.inc ---
light_source {
<0.475, -0.297, 0.828>*9500
color rgb <6.075, 5.743, 6.015>
}
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 <1.823, 1.723, 1.805>]
[1.0 color rgb <6.075, 5.743, 6.015>]
}
}
samples 1,1 intervals 1 confidence .1
method 3
}
}
scale 240
translate <0.475, -0.297, 0.828>*9500
}
// --- part written by atmosphere.inc ---
fog {
fog_type 2
fog_alt 12.000
fog_offset 12.000
color rgb <0.494, 0.644, 1.0>*1.3
distance 1897.000
turbulence 0.1
up z
}
// --- 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*60.0/1.56296,y*60.0/1.56296, 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*<0.221, 0.219, 0.195> }
absorption 0.002*0.699
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 1296.98
rotate z*144.06
translate <842.21, 1251.32, 545.01>
}
object {
Cloud
scale 1332.89
rotate z*230.13
translate <1897.50, 3170.46, 545.01>
}
object {
Cloud
scale 1293.25
rotate z*313.03
translate <-1010.16, 3309.88, 545.01>
}
object {
Cloud
scale 955.60
rotate z*258.79
translate <-2480.84, 2805.68, 545.01>
}
object {
Cloud
scale 1031.33
rotate z*264.15
translate <3439.81, 3380.19, 545.01>
}
object {
Cloud
scale 935.40
rotate z*354.30
translate <-3653.60, 3879.71, 545.01>
}
object {
Cloud
scale 959.56
rotate z*327.92
translate <-1729.91, 1980.93, 545.01>
}
object {
Cloud
scale 1133.80
rotate z*259.84
translate <-214.79, 2099.74, 545.01>
}
object {
Cloud
scale 1043.21
rotate z*332.67
translate <-500.72, 616.18, 545.01>
}
object {
Cloud
scale 719.81
rotate z*40.05
translate <350.15, 3580.38, 545.01>
}
object {
Cloud
scale 696.61
rotate z*257.49
translate <2002.17, 2039.95, 545.01>
}
object {
Cloud
scale 635.11
rotate z*129.08
translate <-2164.83, 3883.00, 545.01>
}
object {
Cloud
scale 583.07
rotate z*197.18
translate <871.51, 2756.28, 545.01>
}
object {
Cloud
scale 473.44
rotate z*171.28
translate <-2733.72, 3881.42, 545.01>
}
object {
Cloud
scale 781.78
rotate z*127.02
translate <-3429.56, 3022.78, 545.01>
}
object {
Cloud
scale 564.24
rotate z*290.54
translate <1099.74, 3950.09, 545.01>
}
rotate -308.70*z
}
object {
LOTW_Terrain
texture {
LOTW_Tex_Terrain
}
}
plane {
z, 0
texture {
pigment {
color rgb 0.3
}
finish {
diffuse 0.7
ambient 0.0
}
}
}