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Landscape of the week 2

Landscape of the week 2, generation 35, scene 3

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Render time: 0h 4m 40s

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_035_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=200.00;

#local fn_Base=
  function {
    pattern {
      agate
      rotate 85.26
      scale 2.000
    }
  }

#local fn_Struct=
  function {
    pattern {
      granite
      scale 4.642
      warp { turbulence 0.4 omega 0.56 lambda 2.8 octaves 8 }
      rotate <40.00072.70872.708>
    }
  }

#declare LOTW_Terrain_Struct_Function=
  function {
    fn_Struct(xyz)
  }

#local fn_Terrain=
  function {
    z
    - 0.5*exp(y/200.000)
    - fn_Base(xyz)*0.310
    - fn_Struct(xyz)*0.034
  }

#declare LOTW_Terrain_Trace1=
isosurface {
  function { fn_Terrain(xyz}
  contained_by {
    box { <-350-20-0.1><350200.0000.844> }
  }
  accuracy 0.0005
  max_gradient 50
}

#declare LOTW_Terrain1=
isosurface {
  function { fn_Terrain(xyz}
  contained_by {
    box { <-350-20-0.1><350200.0000.844> }
  }
  accuracy 0.0005
  max_gradient 5
}


#local fn_Form_Far=
  function {
    pattern {
      agate
      poly_wave 2
      warp { turbulence 0.140 omega 0.631 octaves 7 }
      scale 60.000
    }
  }
#local fn_Terrain_Far=
  function {
    z + 0.3 - fn_Form_Far(xy0)*
    (pow(2*(x--48.000)/200.002)+0.2)*
    (y-200.00)*0.2
    - fn_Struct(xyz)*0.034
  }

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

  contained_by {
    box { <-400.00200.00-2.1><400.00400.000100.00> }
  }

  accuracy 0.0005
  max_gradient 50
}

#declare LOTW_Terrain2=
isosurface {
  function { fn_Terrain_Far(xyz}
  contained_by {
    box { <-400.00200.00-2.1><400.00400.000100.00> }
  }
  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_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 Pigm_Terrain2=
  pigment {
    slope { z altitude -z*2/Bkg_Dist }
    pigment_map {
      [0.500
        granite
        color_map { CM_landscape29_1 }
        warp { turbulence 0.6 omega 0.6 }
        translate 0.000
        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=<0.200-5.0000.838>;
#declare Cam_Look=<0.0000.0000.838>;
#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 -5.63*x
      rotate -53.46*z
    }
    pigment_map {
      [0 gradient z
        color_map {
          [0.038 color rgb <1.0001.0871.250>]
          [0.113 color rgb <0.5500.7511.663>]
          [0.188 color rgb <0.3260.5831.869>]
        }
      ]
      [1 color rgb <1.3381.1150.892>]
    }
  }
}



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

light_source {
 <-0.800-0.5930.098>*9500
 color rgb <5.8945.7545.985>
}

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 <1.7681.7261.795>]
          [1.0 color rgb <5.8945.7545.985>]
        }
      }
      samples 1,1 intervals 1 confidence .1
      method 3
    }
  }
  scale 240
  translate <-0.800-0.5930.098>*9500
}



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


fog {
  fog_type 2
  fog_alt 11.400
  fog_offset 11.400
  color rgb <0.6720.6981.0>*1.3
  distance 2000.000
  turbulence 0.1
  up z
}



// --- part written by water.inc ---




// --- part written by clouds.inc ---

#include "pigm_clouds.inc"

sphere {
  <000>1
  texture {
    pigment { P_Clouds2 }
    finish {
      diffuse 0
      ambient 1
    }
  }
  rotate -254.63*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
    }
  }
}