Landscape of the week 2, generation 46, scene 19
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 14s
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_046_19.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=677.54;
#local fn_Form=
function {
pattern {
granite
rotate 120.00
scale 23.773*<1,1,10>
}
}
#local fn_Base=
function {
pattern {
dents
warp { turbulence 0.4 omega 0.58 lambda 2.8 octaves 5 }
rotate 52.72
scale 0.540
}
}
#local fn_Struct=
function {
pattern {
granite
scale 10.308
warp { turbulence 0.5 omega 0.68 lambda 2.8 octaves 9 }
rotate <40.000, 70.476, 70.476>
}
}
#declare LOTW_Terrain_Struct_Function=
function {
fn_Struct(x, y, z)
}
#local fn_Terrain=
function {
z
- fn_Form(x, y, 0)*2.167
- fn_Base(x, y, z)*0.795
- fn_Struct(x, y, z)*0.008
}
#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_landscape25.inc"
#declare Pigm_Terrain=
pigment {
slope z
pigment_map {
[0.083
granite
color_map { CM_landscape25_1 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 0.3
]
[0.250
granite
color_map { CM_landscape25_2 }
warp { turbulence 0.6 omega 0.6 }
translate 5.000
scale 0.3
]
[0.417
granite
color_map { CM_landscape25_3 }
warp { turbulence 0.6 omega 0.6 }
translate 10.000
scale 0.3
]
[0.583
granite
color_map { CM_landscape25_4 }
warp { turbulence 0.6 omega 0.6 }
translate 15.000
scale 0.3
]
[0.750
granite
color_map { CM_landscape25_5 }
warp { turbulence 0.6 omega 0.6 }
translate 20.000
scale 0.3
]
[0.917
granite
color_map { CM_landscape25_6 }
warp { turbulence 0.6 omega 0.6 }
translate 25.000
scale 0.3
]
}
}
#declare LOTW_Tex_Terrain=
texture {
pigment { Pigm_Terrain }
finish {
ambient 0
diffuse 0.65
}
}
// --- part written by camera.inc ---
#declare Cam_Loc=<0.200, -5.000, 1.702>;
#declare Cam_Look=<0.000, 0.000, 1.702>;
#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 -50.54*x
rotate -134.35*z
}
}
sky_sphere {
pigment {
function { pow(fn_horizon(x,y,z)*(1-fn_sun(x,y,z)), 0.520) }
color_map {
[0.000 color rgb <1.000, 1.000, 1.000>]
[0.456 color rgb <0.200, 0.300, 0.800>]
}
}
}
// --- part written by lighting.inc ---
light_source {
<-0.454, 0.444, 0.772>*9500
color rgb <5.911, 5.328, 5.912>
}
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 <1.773, 1.598, 1.774>]
[1.0 color rgb <5.911, 5.328, 5.912>]
}
}
samples 1,1 intervals 1 confidence .1
method 3
}
}
scale 240
translate <-0.454, 0.444, 0.772>*9500
}
// --- part written by atmosphere.inc ---
fog {
fog_type 2
fog_alt 6.782
fog_offset 6.782
color rgb <0.671, 0.697, 1.0>*1.3
distance 2000.000
turbulence 0.1
up z
}
// --- part written by water.inc ---
// --- 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*<0.357, 0.339, 0.389> }
absorption 0.002*1.105
intervals 1//3
density {
density_file df3 "makecloud/cloud2_1.df3"
interpolate 1
}
}
}
translate -0.5
rotate 90*x
scale <1.33,1,-0.8>
}
union {
object {
Cloud
scale 667.54
rotate z*359.91
translate <-1363.76, 3495.47, 538.21>
}
object {
Cloud
scale 874.67
rotate z*103.89
translate <-3995.77, 3702.97, 538.21>
}
object {
Cloud
scale 854.70
rotate z*324.97
translate <-3024.54, 2737.19, 538.21>
}
object {
Cloud
scale 982.91
rotate z*186.87
translate <1692.19, 2103.34, 538.21>
}
object {
Cloud
scale 988.99
rotate z*166.59
translate <-871.29, 2463.39, 538.21>
}
object {
Cloud
scale 777.44
rotate z*41.14
translate <-1986.85, 1929.10, 538.21>
}
object {
Cloud
scale 726.15
rotate z*165.38
translate <461.20, 1594.82, 538.21>
}
object {
Cloud
scale 832.23
rotate z*138.31
translate <2739.70, 2945.61, 538.21>
}
object {
Cloud
scale 1097.73
rotate z*238.23
translate <90.61, 557.21, 538.21>
}
object {
Cloud
scale 967.92
rotate z*252.72
translate <1455.37, 3643.63, 538.21>
}
object {
Cloud
scale 841.84
rotate z*101.69
translate <241.27, 3300.93, 538.21>
}
object {
Cloud
scale 998.01
rotate z*59.82
translate <3098.27, 3801.13, 538.21>
}
object {
Cloud
scale 821.01
rotate z*300.66
translate <-2735.17, 3983.49, 538.21>
}
object {
Cloud
scale 794.87
rotate z*309.55
translate <-1208.36, 1465.52, 538.21>
}
object {
Cloud
scale 502.93
rotate z*50.25
translate <381.39, 2296.72, 538.21>
}
object {
Cloud
scale 553.72
rotate z*292.19
translate <-249.10, 3894.28, 538.21>
}
object {
Cloud
scale 568.44
rotate z*299.53
translate <971.61, 1178.68, 538.21>
}
object {
Cloud
scale 521.55
rotate z*8.49
translate <-274.45, 1925.12, 538.21>
}
object {
Cloud
scale 337.89
rotate z*253.68
translate <-813.79, 3373.49, 538.21>
}
object {
Cloud
scale 382.53
rotate z*257.51
translate <587.89, 2789.62, 538.21>
}
object {
Cloud
scale 561.35
rotate z*255.36
translate <-1908.69, 2613.44, 538.21>
}
object {
Cloud
scale 485.41
rotate z*145.72
translate <2130.99, 3363.39, 538.21>
}
object {
Cloud
scale 401.61
rotate z*145.01
translate <-3363.45, 3449.81, 538.21>
}
object {
Cloud
scale 363.01
rotate z*251.04
translate <-2109.96, 3539.91, 538.21>
}
rotate -48.46*z
}
object {
LOTW_Terrain
texture {
LOTW_Tex_Terrain
}
}
plane {
z, 0
texture {
pigment {
color rgb 0.3
}
finish {
diffuse 0.7
ambient 0.0
}
}
}