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Landscape of the week 2

Landscape of the week 2, generation 65, scene 4

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// Persistence Of Vision Ray Tracer Scene Description File
// -------------------------------------------------------
// File: @(#)lotw_scene_065_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<-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=459.14;

#local fn_Form=
  function {
    f_ridged_mf(x/4.195y/4.195105.9840.13.170.70.82)
  }

#local fn_Base=
  function {
    pattern {
      granite
      rotate 87.23
      scale 9.068
    }
  }

#local fn_Struct=
  function {
    pattern {
      granite
      scale 3.660
      warp { turbulence 0.5 omega 0.68 lambda 2.8 octaves 9 }
      rotate <40.00050.04050.040>
    }
  }

#declare LOTW_Terrain_Struct_Function=
  function {
    fn_Struct(xyz)
  }

#local fn_Terrain=
  function {
    z
    - fn_Form(xy0)*2.034
    - fn_Base(xyz)*0.761
    - fn_Struct(xyz)*0.021
  }

#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_landscape29.inc"

#declare Pigm_Terrain=
  pigment {
    function { LOTW_Terrain_Struct_Function(x,y,z}
    pigment_map {
      [0.500
        granite
        color_map { CM_landscape29_1 }
        warp { turbulence 0.6 omega 0.6 }
        translate 0.000
        scale 0.3
      ]
    }
  }


#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>0.63)
    }
    texture_map {
      [0.5 LOTW_Tex_Terrain_Wet]
      [0.5 LOTW_Tex_Terrain_Dry]
    }
  }



// --- part written by camera.inc ---

#declare Cam_Loc=<0.200-5.0001.158>;
#declare Cam_Look=<0.0000.0001.158>;
#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 -73.12*x
      rotate -127.08*z
    }
    pigment_map {
      [0 gradient z
        color_map {
          [0.050 color rgb <1.0001.0871.250>]
          [0.150 color rgb <0.5580.7911.551>]
          [0.250 color rgb <0.3370.6431.702>]
        }
      ]
      [1 color rgb <1.3231.1020.882>]
    }
  }
}



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

light_source {
 <-0.2320.1750.957>*9500
 color rgb <6.0755.5685.977>
}

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 <1.8231.6701.793>]
          [1.0 color rgb <6.0755.5685.977>]
        }
      }
      samples 1,1 intervals 1 confidence .1
      method 3
    }
  }
  scale 240
  translate <-0.2320.1750.957>*9500
}



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


sphere {
  01000
  hollow on
  texture {
    pigment { color rgbt 1 }
    finish { ambient 0 diffuse 0 }
  }
  interior {
    media {
      scattering { 5<0.000100.000100.00009> eccentricity 0.3 extinction 1.5 }
      density {
        planar
        poly_wave 3.965
        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 <0.20.240.210.97> }
      finish {
        diffuse 0.22
        ambient 0
        reflection {
          0.01.0
          fresnel on
        }
        conserve_energy
        specular 0.4
        roughness 0.0035
      }
    }
    interior {
      ior 1.33
      media {
        absorption <1.00.920.9>*1.6
      }
    }
  }

#declare fn_Water2=
  function(x,y{
    f_noise3d(x*60.0/1.85240,y*60.0/1.852400)
  }

isosurface { 
  function { 
    z-fn_Water2(xy)*0.00180
  }
  max_gradient 1.2
  accuracy 0.001
  open 
  contained_by { box { <-500-50-1><5005000.00180+0.00001> } }
  translate 0.631*z
  material {
    M_Water_1
  }
  hollow on
}



// --- part written by clouds.inc ---

#include "pigm_clouds.inc"

sphere {
  <000>1
  texture {
    pigment { P_Clouds1 }
    finish {
      diffuse 0
      ambient 1
    }
  }
  rotate -297.22*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
    }
  }
}