Landscape of the week 2, generation 69, scene 4
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 20m 43s
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_069_04.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=795.21;
#local fn_Base=
function {
pattern {
agate
poly_wave 2
rotate 94.60
scale 3.044
}
}
#local fn_Struct=
function {
pattern {
agate
scale <0.374, 0.374, 0.187>
warp { turbulence 0.5 omega 0.55 octaves 8 }
scale <1,1,0.4>
rotate <30.000, 24.159, 352.944>
}
}
#declare LOTW_Terrain_Struct_Function=
function {
fn_Struct(x, y, z)
}
#local fn_Terrain=
function {
z
- 0.5*exp(y/795.210)
- fn_Base(x, y, z)*0.513
- fn_Struct(x, y, z)*0.014
}
#declare LOTW_Terrain_Trace1=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 795.210, 1.026> }
}
accuracy 0.0005
max_gradient 50
}
#declare LOTW_Terrain1=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 795.210, 1.026> }
}
accuracy 0.0005
max_gradient 5
}
#local fn_Form_Far=
function {
f_ridged_mf(x/298.999, y/298.999, 5.906, 0.1, 3.1, 7, 0.7, 0.8, 2)
}
#local fn_Terrain_Far=
function {
z + 0.3 - fn_Form_Far(x, y, 0)*
(pow(2*(x-12.024)/795.21, 2)+0.2)*
(y-795.21)*0.2
- fn_Struct(x, y, z)*0.014
}
#declare LOTW_Terrain_Trace2=
isosurface {
function { fn_Terrain_Far(x, y, z) }
contained_by {
box { <-1590.42, 795.21, -2.1>, <1590.42, 1590.420, 397.60> }
}
accuracy 0.0005
max_gradient 50
}
#declare LOTW_Terrain2=
isosurface {
function { fn_Terrain_Far(x, y, z) }
contained_by {
box { <-1590.42, 795.21, -2.1>, <1590.42, 1590.420, 397.60> }
}
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_landscape03.inc"
#declare Pigm_Terrain=
pigment {
function { LOTW_Terrain_Struct_Function(x,y,z) }
pigment_map {
[0.167
granite
color_map { CM_landscape03_1 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 0.3
]
[0.500
granite
color_map { CM_landscape03_2 }
warp { turbulence 0.6 omega 0.6 }
translate 5.000
scale 0.3
]
[0.833
granite
color_map { CM_landscape03_3 }
warp { turbulence 0.6 omega 0.6 }
translate 10.000
scale 0.3
]
}
}
#declare Pigm_Terrain2=
pigment {
slope { z altitude -z*2/Bkg_Dist }
pigment_map {
[0.167
granite
color_map { CM_landscape03_3 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 1.2
]
[0.500
granite
color_map { CM_landscape03_2 }
warp { turbulence 0.6 omega 0.6 }
translate 5.000
scale 1.2
]
[0.833
granite
color_map { CM_landscape03_1 }
warp { turbulence 0.6 omega 0.6 }
translate 10.000
scale 1.2
]
}
}
#declare LOTW_Tex_Terrain=
texture {
pigment { Pigm_Terrain }
finish {
ambient 0
diffuse 0.65
}
}
#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, 1.157>;
#declare Cam_Look=<0.000, 0.000, 1.157>;
#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=286.99
#declare Al=35.93
#declare Intensity_Mult=0.704
#declare Current_Turbidity=2.900
#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 {
<0.774, -0.237, 0.587>*9500
color rgb <3.734, 3.754, 4.422>
}
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 <1.120, 1.126, 1.326>]
[1.0 color rgb <3.734, 3.754, 4.422>]
}
}
samples 1,1 intervals 1 confidence .1
method 3
}
}
scale 240
translate <0.774, -0.237, 0.587>*9500
}
// --- part written by atmosphere.inc ---
fog {
fog_type 2
fog_alt 9.823
fog_offset 9.823
color rgb <0.495, 0.644, 1.0>*1.3
distance 1739.600
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*<0.381, 0.356, 0.307> }
absorption 0.002*0.948
intervals 1//3
density {
density_file df3 "makecloud/cloud1.df3"
interpolate 1
}
}
}
translate -0.5
rotate 90*x
scale <1.33,1,-0.8>
}
union {
object {
Cloud
scale 1167.98
rotate z*8.19
translate <-519.57, 2268.04, 473.74>
}
object {
Cloud
scale 938.38
rotate z*231.69
translate <833.41, 1001.02, 473.74>
}
object {
Cloud
scale 935.54
rotate z*101.00
translate <-1555.69, 3018.80, 473.74>
}
object {
Cloud
scale 1189.37
rotate z*300.65
translate <3496.99, 3989.91, 473.74>
}
object {
Cloud
scale 921.06
rotate z*283.10
translate <1597.81, 2925.66, 473.74>
}
object {
Cloud
scale 957.80
rotate z*297.78
translate <1205.49, 3820.95, 473.74>
}
object {
Cloud
scale 878.47
rotate z*326.20
translate <150.97, 3192.44, 473.74>
}
object {
Cloud
scale 1024.95
rotate z*63.35
translate <-1949.67, 1720.82, 473.74>
}
object {
Cloud
scale 1114.40
rotate z*173.46
translate <-2726.89, 3061.49, 473.74>
}
object {
Cloud
scale 1099.74
rotate z*125.32
translate <-3720.22, 3911.53, 473.74>
}
object {
Cloud
scale 906.57
rotate z*68.81
translate <2018.21, 2062.11, 473.74>
}
object {
Cloud
scale 1228.37
rotate z*150.38
translate <-462.70, 915.68, 473.74>
}
object {
Cloud
scale 497.13
rotate z*206.65
translate <2632.32, 2513.69, 473.74>
}
object {
Cloud
scale 442.82
rotate z*8.66
translate <2290.95, 3486.68, 473.74>
}
object {
Cloud
scale 503.91
rotate z*7.26
translate <-3562.26, 2991.88, 473.74>
}
object {
Cloud
scale 601.19
rotate z*183.41
translate <-1931.25, 3860.75, 473.74>
}
object {
Cloud
scale 423.72
rotate z*88.50
translate <-268.05, 3906.30, 473.74>
}
rotate -50.76*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
}
}
}