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Landscape of the week 2

Landscape of the week 2, generation 31, 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 16m 53s

POV-Ray source:

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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_031_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<-1000.0>,
-2.3<-1.60.15>,
-1.0<-1.10.8>,
   0< 0.01.0>,
 1.0< 1.10.8>,
 2.3< 1.60.15>,
 100< 1000.0>
  }
}

#declare Bkg_Dist=436.74;

#local fn_Base=
  function {
    pattern {
      agate
      rotate 59.00
      scale 3.800
    }
  }

#local fn_Struct=
  function {
    pattern {
      bozo
      scale <0.1670.1670.084>
      warp { turbulence 0.7 omega 0.55 octaves 9 }
      scale <1,1,0.4>
      rotate <30.0009.051360.000>
    }
  }

#declare LOTW_Terrain_Struct_Function=
  function {
    fn_Struct(xyz)
  }

#local fn_Terrain=
  function {
    z
    - 0.5*exp(y/436.740)
    - fn_Base(xyz)*0.310
    - fn_Struct(xyz)*0.029
  }

#declare LOTW_Terrain_Trace1=
isosurface {
  function { fn_Terrain(xyz}
  contained_by {
    box { <-350-20-0.1><350436.7400.839> }
  }
  accuracy 0.0005
  max_gradient 50
}

#declare LOTW_Terrain1=
isosurface {
  function { fn_Terrain(xyz}
  contained_by {
    box { <-350-20-0.1><350436.7400.839> }
  }
  accuracy 0.0005
  max_gradient 5
}


#local fn_Form_Far=
  function {
    pattern {
      agate
      poly_wave 2
      warp { turbulence 0.218 omega 0.629 octaves 7 }
      scale 131.022
    }
  }
#local fn_Terrain_Far=
  function {
    z + 0.3 - fn_Form_Far(xy0)*
    (pow(2*(x--104.818)/436.742)+0.2)*
    (y-436.74)*0.2
    - fn_Struct(xyz)*0.029
  }

#declare LOTW_Terrain_Trace2=
isosurface {
  function { fn_Terrain_Far(xyz}

  contained_by {
    box { <-873.48436.74-2.1><873.48873.480218.37> }
  }

  accuracy 0.0005
  max_gradient 50
}

#declare LOTW_Terrain2=
isosurface {
  function { fn_Terrain_Far(xyz}
  contained_by {
    box { <-873.48436.74-2.1><873.48873.480218.37> }
  }
  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 {
    slope z
    pigment_map {
      [0.125
        granite
        color_map { CM_landscape01_4 }
        warp { turbulence 0.6 omega 0.6 }
        translate 0.000
        scale 0.3
      ]
      [0.375
        granite
        color_map { CM_landscape01_3 }
        warp { turbulence 0.6 omega 0.6 }
        translate 5.000
        scale 0.3
      ]
      [0.625
        granite
        color_map { CM_landscape01_2 }
        warp { turbulence 0.6 omega 0.6 }
        translate 10.000
        scale 0.3
      ]
      [0.875
        granite
        color_map { CM_landscape01_1 }
        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_1 }
        warp { turbulence 0.6 omega 0.6 }
        translate 0.000
        scale 1.2
      ]
      [0.375
        granite
        color_map { CM_landscape01_2 }
        warp { turbulence 0.6 omega 0.6 }
        translate 5.000
        scale 1.2
      ]
      [0.625
        granite
        color_map { CM_landscape01_3 }
        warp { turbulence 0.6 omega 0.6 }
        translate 10.000
        scale 1.2
      ]
      [0.875
        granite
        color_map { CM_landscape01_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
    }
  }


#declare LOTW_Tex_Terrain2=
  texture {
    pigment { Pigm_Terrain2 }
    finish {
      ambient 0
      diffuse 0.65
    }
  }



// --- part written by camera.inc ---

#declare Cam_Loc=<0.200-5.0000.963>;
#declare Cam_Look=<0.0000.0000.963>;
#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 2 <<<<
// ----------------------------------------

sky_sphere {
  pigment {
    pigment_pattern {
      spherical
      color_map { [0 rgb 0][1 rgb 1}
      scale 0.5
      translate -y
      rotate -28.45*x
      rotate -213.01*z
    }
    pigment_map {
      [0 gradient z
        color_map {
          [0.041 color rgb <1.0001.0871.250>]
          [0.124 color rgb <0.5500.7481.541>]
          [0.206 color rgb <0.3260.5781.686>]
        }
      ]
      [1 color rgb <1.6101.3421.073>]
    }
  }
}



// --- part written by lighting.inc ---

light_source {
 <0.4790.7370.476>*9500
 color rgb <5.6255.3685.712>
}

sphere {
  01 
  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 <1.6881.6101.714>]
          [1.0 color rgb <5.6255.3685.712>]
        }
      }
      samples 1,1 intervals 1 confidence .1
      method 3
    }
  }
  scale 240
  translate <0.4790.7370.476>*9500
}



// --- part written by atmosphere.inc ---


sphere {
  01000
  hollow on
  texture {
    pigment { color rgbt 1 }
    finish { ambient 0 diffuse 0 }
  }
  interior {
    media {
      scattering { 5<0.000160.000150.00014> eccentricity 0.3 extinction 1.5 }
      density {
        planar
        poly_wave 5.224
        color_map {
          [0 rgb 0]
          [1 rgb 1]
        }
        scale 1000
        rotate 90*x
      }
    }
  }
}



// --- part written by water.inc ---




// --- part written by clouds.inc ---

#include "pigm_clouds.inc"

sphere {
  <000>1
  texture {
    pigment { P_Clouds4 }
    finish {
      diffuse 0
      ambient 1
    }
  }
  rotate -347.76*z
  scale<500050001000> 
  no_shadow
  hollow on
}



object {
  LOTW_Terrain1
  texture {
    LOTW_Tex_Terrain
  }
}

object {
  LOTW_Terrain2
  texture {
    LOTW_Tex_Terrain2
  }
}

plane {
  z0
  texture {
    pigment {
      color rgb 0.3
    }
    finish {
      diffuse 0.7
      ambient 0.0
    }
  }
}