Landscape of the week 2, generation 70, scene 13
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 18m 25s
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_070_13.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=651.64;
#local fn_Form=
function {
f_ridged_mf(x/3.823, y/3.823, 14.712, 0.1, 3.1, 7, 0.7, 0.8, 2)
}
#local fn_Base=
function {
pattern {
granite
rotate 103.08
scale 11.566
}
}
#local fn_Struct=
function {
pattern {
bozo
scale <0.288, 0.288, 0.144>
warp { turbulence 0.6 omega 0.55 octaves 8 lambda 2.7 }
scale <1,1,0.4>
rotate <30.000, 21.651, 254.160>
}
}
#declare LOTW_Terrain_Struct_Function=
function {
fn_Struct(x, y, z)
}
#local fn_Terrain=
function {
z
- fn_Form(x, y, 0)*1.771
- fn_Base(x, y, z)*0.396
- fn_Struct(x, y, z)*0.022
}
#declare LOTW_Terrain_Trace=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 750, 3.5> }
}
accuracy 0.0005
max_gradient 50
}
#declare LOTW_Terrain=
isosurface {
function { fn_Terrain(x, y, z) }
contained_by {
box { <-350, -20, -0.1>, <350, 750, 3.5> }
}
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_landscape18.inc"
#declare Pigm_Terrain=
pigment {
function { LOTW_Terrain_Struct_Function(x,y,z) }
pigment_map {
[0.250
granite
color_map { CM_landscape18_2 }
warp { turbulence 0.6 omega 0.6 }
translate 0.000
scale 0.3
]
[0.750
granite
color_map { CM_landscape18_1 }
warp { turbulence 0.6 omega 0.6 }
translate 5.000
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>0.22)
}
texture_map {
[0.5 LOTW_Tex_Terrain_Wet]
[0.5 LOTW_Tex_Terrain_Dry]
}
}
// --- part written by camera.inc ---
#declare Cam_Loc=<0.200, -5.000, 1.404>;
#declare Cam_Look=<0.000, 0.000, 1.404>;
#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 -56.38*x
rotate -169.67*z
}
pigment_map {
[0 gradient z
color_map {
[0.050 color rgb <1.000, 1.087, 1.250>]
[0.148 color rgb <0.593, 0.793, 1.599>]
[0.247 color rgb <0.389, 0.646, 1.773>]
}
]
[1 color rgb <1.299, 1.082, 0.866>]
}
}
}
// --- part written by lighting.inc ---
light_source {
<-0.099, 0.545, 0.833>*9500
color rgb <5.922, 5.360, 5.924>
}
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 <1.777, 1.608, 1.777>]
[1.0 color rgb <5.922, 5.360, 5.924>]
}
}
samples 1,1 intervals 1 confidence .1
method 3
}
}
scale 240
translate <-0.099, 0.545, 0.833>*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, <0.00014, 0.00014, 0.00013> eccentricity 0.3 extinction 1.5 }
density {
planar
poly_wave 4.403
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*60.0/0.74072,y*60.0/0.74072, 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 0.217*z
material {
M_Water_1
}
hollow on
}
// --- 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*<0.400, 0.373, 0.372> }
absorption 0.002*1.223
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 961.14
rotate z*29.28
translate <-1192.10, 1841.86, 488.21>
}
object {
Cloud
scale 879.52
rotate z*313.35
translate <-540.43, 679.80, 488.21>
}
object {
Cloud
scale 979.16
rotate z*291.42
translate <-738.46, 3414.71, 488.21>
}
object {
Cloud
scale 965.95
rotate z*261.50
translate <653.86, 2015.74, 488.21>
}
object {
Cloud
scale 1180.57
rotate z*202.44
translate <-3723.77, 3630.77, 488.21>
}
object {
Cloud
scale 1227.97
rotate z*240.20
translate <1729.95, 2910.85, 488.21>
}
object {
Cloud
scale 1043.40
rotate z*143.60
translate <-2194.80, 1824.61, 488.21>
}
object {
Cloud
scale 1011.75
rotate z*238.12
translate <3000.51, 3872.66, 488.21>
}
object {
Cloud
scale 780.50
rotate z*90.04
translate <127.90, 1286.32, 488.21>
}
object {
Cloud
scale 1120.72
rotate z*103.84
translate <562.78, 3335.73, 488.21>
}
object {
Cloud
scale 1119.37
rotate z*180.68
translate <-2608.65, 3006.75, 488.21>
}
object {
Cloud
scale 850.45
rotate z*20.72
translate <-366.33, 2373.65, 488.21>
}
object {
Cloud
scale 745.67
rotate z*177.43
translate <-1664.27, 3677.98, 488.21>
}
object {
Cloud
scale 739.44
rotate z*121.97
translate <-1412.49, 2816.58, 488.21>
}
object {
Cloud
scale 598.75
rotate z*81.49
translate <3095.26, 3018.43, 488.21>
}
object {
Cloud
scale 587.25
rotate z*155.69
translate <-2360.88, 3951.72, 488.21>
}
object {
Cloud
scale 497.95
rotate z*38.48
translate <992.67, 1186.44, 488.21>
}
object {
Cloud
scale 726.18
rotate z*32.84
translate <1623.10, 1656.50, 488.21>
}
object {
Cloud
scale 836.45
rotate z*306.69
translate <1373.35, 3992.96, 488.21>
}
object {
Cloud
scale 551.62
rotate z*63.76
translate <-440.27, 1635.31, 488.21>
}
object {
Cloud
scale 540.57
rotate z*115.95
translate <528.75, 670.24, 488.21>
}
object {
Cloud
scale 408.89
rotate z*174.03
translate <3698.73, 3552.63, 488.21>
}
object {
Cloud
scale 344.95
rotate z*232.80
translate <2418.52, 2361.82, 488.21>
}
rotate -168.30*z
}
object {
LOTW_Terrain
texture {
LOTW_Tex_Terrain
}
}
plane {
z, 0
texture {
pigment {
color rgb 0.3
}
finish {
diffuse 0.7
ambient 0.0
}
}
}