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Landscape of the week 2

Landscape of the week 2, generation 48, scene 15

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POV-Ray source:

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// Persistence Of Vision Ray Tracer Scene Description File
// -------------------------------------------------------
// File: @(#)lotw_scene_048_15.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=272.03;

#local fn_Form=
  function {
    1-fn_Hill_Spline(0.367*x+-0.146*y - 2.533*f_noise3d(0y/5.4910.000)).y
  }

#local fn_Base=
  function {
    pattern {
      dents
      warp { turbulence 0.4 omega 0.58 lambda 2.8 octaves 5 }
      rotate 45.86
      scale 0.970
    }
  }

#local fn_Struct=
  function {
    pattern {
      bozo
      scale <0.3200.3200.160>
      warp { turbulence 0.6 omega 0.55 octaves 8 lambda 2.7 }
      scale <1,1,0.4>
      rotate <30.00012.795271.512>
    }
  }

#declare LOTW_Terrain_Struct_Function=
  function {
    fn_Struct(xyz)
  }

#local fn_Terrain=
  function {
    z
    - fn_Form(xy0)*2.096
    - fn_Base(xyz)*0.502
    - fn_Struct(xyz)*0.016
  }

#declare LOTW_Terrain_Trace=
isosurface {
  function { fn_Terrain(xyz}
  contained_by {
    box { <-350-20-0.1><3507503.5> }
  }
  accuracy 0.0005
  max_gradient 50
}

#declare LOTW_Terrain=
isosurface {
  function { fn_Terrain(xyz}
  contained_by {
    box { <-350-20-0.1><3507503.5> }
  }
  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_landscape17.inc"

#declare Pigm_Terrain=
  pigment {
    slope z
    pigment_map {
      [0.167
        granite
        color_map { CM_landscape17_1 }
        warp { turbulence 0.6 omega 0.6 }
        translate 0.000
        scale 0.3
      ]
      [0.500
        granite
        color_map { CM_landscape17_2 }
        warp { turbulence 0.6 omega 0.6 }
        translate 5.000
        scale 0.3
      ]
      [0.833
        granite
        color_map { CM_landscape17_3 }
        warp { turbulence 0.6 omega 0.6 }
        translate 10.000
        scale 0.3
      ]
    }
  }


#declare LOTW_Tex_Terrain=
  texture {
    pigment { Pigm_Terrain }
    finish {
      ambient 0
      diffuse 0.65
    }
  }



// --- part written by camera.inc ---

#declare Cam_Loc=<0.200-5.0000.770>;
#declare Cam_Look=<0.0000.0000.770>;
#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=33.08
#declare Al=19.92
#declare Intensity_Mult=0.800
#declare Current_Turbidity=3.648
#declare Lightsys_Filter=<1.3301.0100.671>
#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 <-111> }
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 {
 <-0.513-0.7880.341>*9500
 color rgb <7.8735.7743.969>
}

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 <2.3621.7321.191>]
          [1.0 color rgb <7.8735.7743.969>]
        }
      }
      samples 1,1 intervals 1 confidence .1
      method 3
    }
  }
  scale 240
  translate <-0.513-0.7880.341>*9500
}



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




// --- part written by water.inc ---




// --- part written by clouds.inc ---

#include "pigm_clouds.inc"

sphere {
  <000>1
  texture {
    pigment { P_Clouds1 }
    finish {
      diffuse 0
      ambient 1
    }
  }
  rotate -87.26*z
  scale<500050001000> 
  no_shadow
  hollow on
}



object {
  LOTW_Terrain
  texture {
    LOTW_Tex_Terrain
  }
}

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