Landscape of the week 2, generation 52, 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 13m 56s
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_052_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=200.00;
#local fn_Form=
function {
f_ridged_mf(x/4.974, y/4.974, 26.364, 0.1, 3.1, 7, 0.7, 0.8, 2)
}
#local fn_Base=
function {
pattern {
agate
poly_wave 2
rotate 110.93
scale 3.207
}
}
#local fn_Struct=
function {
pattern {
agate
scale 1.138
warp { turbulence 0.5 omega 0.55 octaves 8 lambda 2.5 }
rotate z*228.060
translate 5.639
}
}
#declare LOTW_Terrain_Struct_Function=
function {
fn_Struct(x, y, z)
}
#local fn_Terrain=
function {
z
- fn_Form(x, y, 0)*1.789
- fn_Base(x, y, z)*0.738
- fn_Struct(x, y, z)*0.025
}
#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_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>0.69)
}
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, 1.632>;
#declare Cam_Look=<0.000, 0.000, 1.632>;
#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 -43.51*x
rotate -240.16*z
}
}
sky_sphere {
pigment {
function { pow(fn_horizon(x,y,z)*(1-fn_sun(x,y,z)), 0.482) }
color_map {
[0.000 color rgb <1.000, 1.000, 1.000>]
[0.356 color rgb <0.200, 0.300, 0.800>]
}
}
}
// --- part written by lighting.inc ---
light_source {
<0.629, 0.361, 0.689>*9500
color rgb <5.724, 5.345, 5.902>
}
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 <1.717, 1.604, 1.771>]
[1.0 color rgb <5.724, 5.345, 5.902>]
}
}
samples 1,1 intervals 1 confidence .1
method 3
}
}
scale 240
translate <0.629, 0.361, 0.689>*9500
}
// --- part written by atmosphere.inc ---
fog {
fog_type 2
fog_alt 10.927
fog_offset 10.927
color rgb <0.480, 0.640, 1.0>*1.3
distance 1084.100
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*60.0/0.31484,y*60.0/0.31484, 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 0.685*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*<0.435, 0.463, 0.431> }
absorption 0.002*1.249
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 983.94
rotate z*116.87
translate <146.83, 3481.52, 482.62>
}
object {
Cloud
scale 1014.42
rotate z*50.39
translate <1668.96, 2314.51, 482.62>
}
object {
Cloud
scale 1196.27
rotate z*299.30
translate <-1894.93, 2504.23, 482.62>
}
object {
Cloud
scale 831.05
rotate z*203.82
translate <2471.79, 3904.23, 482.62>
}
object {
Cloud
scale 869.59
rotate z*141.32
translate <-1031.70, 1908.09, 482.62>
}
object {
Cloud
scale 1154.83
rotate z*118.42
translate <352.26, 1081.35, 482.62>
}
object {
Cloud
scale 1058.72
rotate z*211.57
translate <-866.99, 3988.43, 482.62>
}
object {
Cloud
scale 1189.34
rotate z*138.35
translate <-2191.13, 3716.55, 482.62>
}
object {
Cloud
scale 1023.89
rotate z*40.88
translate <3462.97, 3494.42, 482.62>
}
object {
Cloud
scale 833.92
rotate z*71.03
translate <1467.43, 3463.20, 482.62>
}
object {
Cloud
scale 780.35
rotate z*141.35
translate <730.72, 2344.64, 482.62>
}
object {
Cloud
scale 484.37
rotate z*301.81
translate <-737.86, 2828.74, 482.62>
}
object {
Cloud
scale 452.66
rotate z*40.49
translate <-360.44, 700.64, 482.62>
}
object {
Cloud
scale 430.48
rotate z*95.42
translate <-1298.19, 3079.10, 482.62>
}
object {
Cloud
scale 534.19
rotate z*79.73
translate <2329.17, 3106.41, 482.62>
}
object {
Cloud
scale 406.04
rotate z*19.93
translate <-3370.58, 3977.95, 482.62>
}
object {
Cloud
scale 727.76
rotate z*41.59
translate <-3063.70, 2789.32, 482.62>
}
object {
Cloud
scale 503.95
rotate z*326.81
translate <-914.50, 1031.59, 482.62>
}
object {
Cloud
scale 474.71
rotate z*192.69
translate <-154.57, 2013.98, 482.62>
}
object {
Cloud
scale 742.56
rotate z*328.45
translate <-104.49, 2631.04, 482.62>
}
object {
Cloud
scale 392.81
rotate z*99.76
translate <3972.83, 3996.30, 482.62>
}
rotate -278.53*z
}
object {
LOTW_Terrain
texture {
LOTW_Tex_Terrain
}
}
plane {
z, 0
texture {
pigment {
color rgb 0.3
}
finish {
diffuse 0.7
ambient 0.0
}
}
}