Landscape of the week 2, generation 43, scene 6
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 18s
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_043_06.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=499.74;
#local fn_Base=
function {
pattern {
dents
warp { turbulence 0.3 omega 0.58 lambda 2.8 octaves 6 }
rotate 26.21
scale 2.107
}
}
#local fn_Struct=
function {
pattern {
agate
scale <0.179, 0.179, 0.089>
warp { turbulence 0.5 omega 0.55 octaves 8 }
scale <1,1,0.4>
rotate <30.000, 8.610, 128.880>
}
}
#declare LOTW_Terrain_Struct_Function=
function {
fn_Struct(x, y, z)
}
#local fn_Terrain=
function {
z
- 0.5*exp(y/499.740)
- fn_Base(x, y, z)*0.795
- fn_Struct(x, y, z)*0.025
}
#declare LOTW_Terrain_Trace1=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 499.740, 1.320> }
}
accuracy 0.0005
max_gradient 50
}
#declare LOTW_Terrain1=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 499.740, 1.320> }
}
accuracy 0.0005
max_gradient 5
}
#local fn_Form_Far=
function {
pattern {
granite
scale 5.722
warp { turbulence 0.3 }
scale 149.922
}
}
#local fn_Terrain_Far=
function {
z + 0.3 - fn_Form_Far(x, y, 0)*
(fn_Hill_Spline(4*(x-65.066)/499.74).y+0.4)*
(max(pow(max(0, (y-499.74)), 0.5), 1)-1)*4
- fn_Struct(x, y, z)*0.025
}
#declare LOTW_Terrain_Trace2=
isosurface {
function { fn_Terrain_Far(x, y, z) }
contained_by {
box { <-999.48, 499.74, -2.1>, <999.48, 999.480, 249.87> }
}
accuracy 0.0005
max_gradient 50
}
#declare LOTW_Terrain2=
isosurface {
function { fn_Terrain_Far(x, y, z) }
contained_by {
box { <-999.48, 499.74, -2.1>, <999.48, 999.480, 249.87> }
}
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_landscape15.inc"
#declare Pigm_Terrain=
pigment {
agate
warp { turbulence 0.65 omega 0.6 octaves 8 }
scale 0.08*<1,1,0.2>
pigment_map {
[0.500
granite
color_map { CM_landscape15_1 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 1.2
]
}
}
#declare Pigm_Terrain2=
pigment {
slope { z altitude -z*2/Bkg_Dist }
pigment_map {
[0.500
granite
color_map { CM_landscape15_1 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 5.4
]
}
}
#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>0.27)
}
texture_map {
[0.5 LOTW_Tex_Terrain_Wet]
[0.5 LOTW_Tex_Terrain_Dry]
}
}
#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, 0.789>;
#declare Cam_Look=<0.000, 0.000, 0.789>;
#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 -23.11*x
rotate -277.63*z
}
}
sky_sphere {
pigment {
function { pow(fn_horizon(x,y,z)*(1-fn_sun(x,y,z)), 0.579) }
color_map {
[0.000 color rgb <1.000, 1.000, 1.000>]
[0.419 color rgb <0.200, 0.300, 0.800>]
}
}
}
// --- part written by lighting.inc ---
light_source {
<0.912, -0.122, 0.393>*9500
color rgb <5.792, 5.481, 5.860>
}
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 <1.737, 1.644, 1.758>]
[1.0 color rgb <5.792, 5.481, 5.860>]
}
}
samples 1,1 intervals 1 confidence .1
method 3
}
}
scale 240
translate <0.912, -0.122, 0.393>*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, <0.00009, 0.00008, 0.00008> eccentricity 0.3 extinction 1.5 }
density {
planar
poly_wave 4.127
color_map {
[0 rgb 0]
[1 rgb 1]
}
scale 1000
rotate 90*x
}
}
}
}
// --- 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*60.0/0.53552,y*60.0/0.53552, 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 0.267*z
material {
M_Water_1
}
hollow on
}
// --- part written by clouds.inc ---
#include "pigm_clouds.inc"
sphere {
<0, 0, 0>, 1
texture {
pigment { P_Clouds2 }
finish {
diffuse 0
ambient 1
}
}
rotate -131.40*z
scale<5000, 5000, 1000>
no_shadow
hollow on
}
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
}
}
}