Landscape of the week 2, generation 29, scene 11
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 8m 4s
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_029_11.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=265.80;
#local fn_Base=
function {
pattern {
agate
poly_wave 2
rotate 37.55
scale 2.200
}
}
#local fn_Struct=
function {
pattern {
agate
scale 0.196
warp { turbulence 0.5 omega 0.55 octaves 8 lambda 2.5 }
rotate z*286.488
translate 0.900
}
}
#declare LOTW_Terrain_Struct_Function=
function {
fn_Struct(x, y, z)
}
#local fn_Terrain=
function {
z
- 0.5*exp(y/265.800)
- fn_Base(x, y, z)*0.250
- fn_Struct(x, y, z)*0.041
}
#declare LOTW_Terrain_Trace1=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 265.800, 0.791> }
}
accuracy 0.0005
max_gradient 50
}
#declare LOTW_Terrain1=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 265.800, 0.791> }
}
accuracy 0.0005
max_gradient 5
}
#local fn_Form_Far=
function {
f_ridged_mf(x/132.900, y/132.900, 9.699, 0.1, 3.1, 7, 0.7, 0.8, 2)
}
#local fn_Terrain_Far=
function {
z + 0.3 - fn_Form_Far(x, y, 0)*
(fn_Hill_Spline(4*(x-63.792)/265.80).y+0.4)*
(y-265.80)*0.2
- fn_Struct(x, y, z)*0.041
}
#declare LOTW_Terrain_Trace2=
isosurface {
function { fn_Terrain_Far(x, y, z) }
contained_by {
box { <-531.60, 265.80, -2.1>, <531.60, 531.600, 132.90> }
}
accuracy 0.0005
max_gradient 50
}
#declare LOTW_Terrain2=
isosurface {
function { fn_Terrain_Far(x, y, z) }
contained_by {
box { <-531.60, 265.80, -2.1>, <531.60, 531.600, 132.90> }
}
accuracy 0.005
max_gradient 5
}
#declare LOTW_Terrain_Trace=
union {
object { LOTW_Terrain_Trace1 }
object { LOTW_Terrain_Trace2 }
}
#declare LOTW_Terrain=
union {
object { LOTW_Terrain1 }
object { LOTW_Terrain2 }
}
#declare LOTW_Terrain_Grass=object { LOTW_Terrain_Trace }
// --- part written by terrain_text.inc ---
#declare Gamma=2.2;
#include "include/cm_landscape01.inc"
#declare Pigm_Terrain=
pigment {
function { LOTW_Terrain_Struct_Function(x,y,z) }
pigment_map {
[0.125
granite
color_map { CM_landscape01_1 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 0.3
]
[0.375
granite
color_map { CM_landscape01_2 }
warp { turbulence 0.6 omega 0.6 }
translate 5.000
scale 0.3
]
[0.625
granite
color_map { CM_landscape01_3 }
warp { turbulence 0.6 omega 0.6 }
translate 10.000
scale 0.3
]
[0.875
granite
color_map { CM_landscape01_4 }
warp { turbulence 0.6 omega 0.6 }
translate 15.000
scale 0.3
]
}
}
#declare Pigm_Terrain2=
pigment {
slope { z altitude -z*2/Bkg_Dist }
pigment_map {
[0.125
granite
color_map { CM_landscape01_4 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 1.2
]
[0.375
granite
color_map { CM_landscape01_3 }
warp { turbulence 0.6 omega 0.6 }
translate 5.000
scale 1.2
]
[0.625
granite
color_map { CM_landscape01_2 }
warp { turbulence 0.6 omega 0.6 }
translate 10.000
scale 1.2
]
[0.875
granite
color_map { CM_landscape01_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>0.72)
}
texture_map {
[0.5 LOTW_Tex_Terrain_Wet]
[0.5 LOTW_Tex_Terrain_Dry]
}
}
#declare LOTW_Tex_Terrain2=
texture {
pigment { Pigm_Terrain2 }
finish {
ambient 0
diffuse 0.65
}
}
// --- part written by camera.inc ---
#declare Cam_Loc=<0.200, -5.000, 0.928>;
#declare Cam_Look=<0.000, 0.000, 0.928>;
#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 <<<<
// ----------------------------------------
#declare fn_horizon=function { max(z, 0) }
#declare fn_sun=
function {
pattern {
spherical
scale 3
translate -y
rotate -68.17*x
rotate -286.78*z
}
}
sky_sphere {
pigment {
function { pow(fn_horizon(x,y,z)*(1-fn_sun(x,y,z)), 0.546) }
color_map {
[0.000 color rgb <1.000, 1.000, 1.000>]
[0.372 color rgb <0.200, 0.300, 0.800>]
}
}
}
// --- part written by lighting.inc ---
light_source {
<0.356, -0.107, 0.928>*9500
color rgb <5.954, 5.328, 5.802>
}
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 <1.786, 1.598, 1.741>]
[1.0 color rgb <5.954, 5.328, 5.802>]
}
}
samples 1,1 intervals 1 confidence .1
method 3
}
}
scale 240
translate <0.356, -0.107, 0.928>*9500
}
// --- part written by atmosphere.inc ---
fog {
fog_type 2
fog_alt 7.037
fog_offset 7.037
color rgb <0.664, 0.695, 1.0>*1.3
distance 1300.300
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*60.0/1.52282,y*60.0/1.52282, 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 0.717*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*<0.212, 0.213, 0.216> }
absorption 0.002*0.650
intervals 1//3
density {
density_file df3 "makecloud/cloud2_3.df3"
interpolate 1
}
}
}
translate -0.5
rotate 90*x
scale <1.33,1,-0.8>
}
union {
object {
Cloud
scale 1027.54
rotate z*230.89
translate <1562.42, 2133.20, 532.25>
}
object {
Cloud
scale 959.75
rotate z*103.30
translate <-2071.56, 2392.66, 532.25>
}
object {
Cloud
scale 1064.36
rotate z*318.15
translate <-2996.69, 3900.65, 532.25>
}
object {
Cloud
scale 791.88
rotate z*184.78
translate <3109.39, 3798.30, 532.25>
}
object {
Cloud
scale 721.38
rotate z*126.49
translate <-1198.80, 3926.89, 532.25>
}
object {
Cloud
scale 934.04
rotate z*167.88
translate <449.21, 3760.94, 532.25>
}
object {
Cloud
scale 715.95
rotate z*311.07
translate <168.02, 931.29, 532.25>
}
object {
Cloud
scale 1155.99
rotate z*32.54
translate <-1407.72, 1518.75, 532.25>
}
object {
Cloud
scale 941.92
rotate z*324.92
translate <54.64, 1763.53, 532.25>
}
object {
Cloud
scale 836.00
rotate z*249.85
translate <-849.65, 3130.05, 532.25>
}
object {
Cloud
scale 805.39
rotate z*267.46
translate <2160.55, 3784.57, 532.25>
}
object {
Cloud
scale 790.24
rotate z*233.30
translate <2225.99, 2798.84, 532.25>
}
object {
Cloud
scale 744.54
rotate z*306.30
translate <2994.47, 3006.10, 532.25>
}
object {
Cloud
scale 515.67
rotate z*2.32
translate <-792.74, 837.19, 532.25>
}
object {
Cloud
scale 482.00
rotate z*304.23
translate <-1961.31, 3916.99, 532.25>
}
object {
Cloud
scale 548.18
rotate z*245.33
translate <-1154.01, 2341.74, 532.25>
}
object {
Cloud
scale 375.47
rotate z*79.10
translate <-200.94, 2370.85, 532.25>
}
object {
Cloud
scale 550.50
rotate z*145.10
translate <891.19, 1033.69, 532.25>
}
object {
Cloud
scale 441.22
rotate z*59.26
translate <1397.98, 3954.50, 532.25>
}
object {
Cloud
scale 365.49
rotate z*84.72
translate <184.62, 2772.78, 532.25>
}
object {
Cloud
scale 824.52
rotate z*98.28
translate <-3631.77, 3165.88, 532.25>
}
object {
Cloud
scale 480.08
rotate z*15.86
translate <-439.73, 1210.30, 532.25>
}
rotate -0.00*z
}
object {
LOTW_Terrain1
texture {
LOTW_Tex_Terrain
}
}
object {
LOTW_Terrain2
texture {
LOTW_Tex_Terrain2
}
}
plane {
z, 0
texture {
pigment {
color rgb 0.3
}
finish {
diffuse 0.7
ambient 0.0
}
}
}