Landscape of the week 2, generation 62, scene 18
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: 1h 1m 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_062_18.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=837.63;
#local fn_Form=
function {
f_ridged_mf(x/4.931, y/4.931, 117.816, 0.1, 3.1, 7, 0.7, 0.8, 2)
}
#local fn_Base=
function {
pattern {
dents
warp { turbulence 0.4 omega 0.58 lambda 2.8 octaves 5 }
rotate 37.49
scale 0.768
}
}
#local fn_Struct=
function {
pattern {
agate
scale 1.220
warp { turbulence 0.5 omega 0.55 octaves 8 lambda 2.5 }
rotate z*92.088
translate 3.964
}
}
#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)*0.611
- fn_Struct(x, y, z)*0.019
}
#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_landscape02.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_landscape02_1 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 1.2
]
[0.375
granite
color_map { CM_landscape02_2 }
warp { turbulence 0.6 omega 0.6 }
translate 5.000
scale 1.2
]
[0.625
granite
color_map { CM_landscape02_3 }
warp { turbulence 0.6 omega 0.6 }
translate 10.000
scale 1.2
]
[0.875
granite
color_map { CM_landscape02_4 }
warp { turbulence 0.6 omega 0.6 }
translate 15.000
scale 1.2
]
}
}
#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, 0.878>;
#declare Cam_Look=<0.000, 0.000, 0.878>;
#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 ---
// ----------------------------------------
// >>>> lightsys4 sky <<<<
// ----------------------------------------
#declare hf_res=1600;
#declare Max_Vertices=1600;
#declare Az=221.83
#declare Al=36.16
#declare Intensity_Mult=0.655
#declare Current_Turbidity=2.552
#declare Lightsys_Filter=<0.688, 0.666, 0.724>
#include "CIE.inc"
CIE_ColorSystemWhitepoint(sRGB_ColSys,Illuminant_D55)
#include "lightsys.inc"
#include "rspd_jvp.inc"
#declare North=z;
#declare YZ_Axis_Swap=transform { rotate 90*x scale <-1, 1, 1> }
object {
#include "CIE_Skylight.inc"
transform { YZ_Axis_Swap }
}
#include "transforms.inc"
#declare SolarPosition=vtransform(SolarPosition, transform { YZ_Axis_Swap });
// --- part written by lighting.inc ---
light_source {
<0.538, 0.602, 0.590>*9500
color rgb <3.723, 3.608, 4.450>
}
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 <1.117, 1.082, 1.335>]
[1.0 color rgb <3.723, 3.608, 4.450>]
}
}
samples 1,1 intervals 1 confidence .1
method 3
}
}
scale 240
translate <0.538, 0.602, 0.590>*9500
}
// --- part written by atmosphere.inc ---
sphere {
0, 1000
hollow on
texture {
pigment { color rgbt 1 }
finish { ambient 0 diffuse 0 }
}
interior {
media {
scattering { 5, <0.00012, 0.00011, 0.00010> eccentricity 0.3 extinction 1.5 }
density {
planar
poly_wave 6.535
color_map {
[0 rgb 0]
[1 rgb 1]
}
scale 1000
rotate 90*x
}
}
}
}
// --- 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*<0.329, 0.327, 0.328> }
absorption 0.002*1.372
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 1235.48
rotate z*230.89
translate <228.22, 3043.32, 484.53>
}
object {
Cloud
scale 1006.30
rotate z*17.72
translate <-1227.71, 3696.74, 484.53>
}
object {
Cloud
scale 1197.53
rotate z*121.54
translate <238.59, 1770.64, 484.53>
}
object {
Cloud
scale 1277.64
rotate z*107.76
translate <-1818.54, 2461.19, 484.53>
}
object {
Cloud
scale 1163.70
rotate z*353.93
translate <2207.22, 2675.77, 484.53>
}
object {
Cloud
scale 1008.25
rotate z*253.52
translate <-2946.58, 3202.28, 484.53>
}
object {
Cloud
scale 844.43
rotate z*139.67
translate <3066.24, 3326.50, 484.53>
}
object {
Cloud
scale 1014.56
rotate z*307.00
translate <-439.51, 791.83, 484.53>
}
object {
Cloud
scale 1187.00
rotate z*254.06
translate <1101.81, 3922.46, 484.53>
}
object {
Cloud
scale 811.30
rotate z*19.81
translate <1278.04, 1964.93, 484.53>
}
object {
Cloud
scale 534.01
rotate z*247.98
translate <1151.49, 2928.41, 484.53>
}
object {
Cloud
scale 416.71
rotate z*355.72
translate <-907.22, 1636.58, 484.53>
}
object {
Cloud
scale 568.25
rotate z*299.80
translate <-1507.82, 1494.06, 484.53>
}
object {
Cloud
scale 653.43
rotate z*304.56
translate <-3507.12, 3926.91, 484.53>
}
object {
Cloud
scale 596.80
rotate z*315.53
translate <-2083.27, 3419.72, 484.53>
}
object {
Cloud
scale 548.33
rotate z*349.94
translate <-848.07, 2485.83, 484.53>
}
object {
Cloud
scale 511.25
rotate z*64.64
translate <1042.37, 1214.67, 484.53>
}
object {
Cloud
scale 531.48
rotate z*333.06
translate <2579.99, 3832.45, 484.53>
}
object {
Cloud
scale 403.52
rotate z*188.00
translate <-475.93, 3764.45, 484.53>
}
rotate -44.75*z
}
object {
LOTW_Terrain
texture {
LOTW_Tex_Terrain
}
}
plane {
z, 0
texture {
pigment {
color rgb 0.3
}
finish {
diffuse 0.7
ambient 0.0
}
}
}