#include "colors.inc" #include "textures.inc" #include "skies.inc" #include "functions.inc" camera { location <0, 1, -10> look_at <-3, 0, 0> } // ambient light light_source { <0, 10, -1000> color <0.3, 0.3, 0.3> } sky_sphere { S_Cloud3 } // mein wasser plane { <0,1,0>, 0 texture { Polished_Chrome } normal { bumps 0.3 scale 0.05 turbulence 0.6 } } // meine sonne light_source { <80, -5, 500> color red 1.0 green 0.7 looks_like { sphere { <80, -5, 500>, 70 pigment { color red 1.0 green 0.7 filter 0.35 } finish { ambient 1.0 diffuse 0.0 } } } } // meine berge #declare MaFonction = function {pattern{wrinkles scale 1}} height_field { function image_width * 2, image_height * 2 { MaFonction(x,y,z)*MaFonction(x,y,z)*MaFonction(x,y,z) } scale <200, 200, 200> translate <-30, -30, 80> rotate <0, -59, 0> pigment { slope y color_map { [0 White] [0.10 SteelBlue*0.1] [0.20 White*2] [0.25 Gray95] [0.30 Gray80] [0.40 MediumForestGreen] } } } // nochmal ganz klein und rechts height_field { function image_width, image_height { MaFonction(x,y,z)*MaFonction(x,y,z)*MaFonction(x,y,z) } scale 4 translate <-0.25, -0.5, -8> pigment { slope y color_map { [0 White] [0.10 SteelBlue*0.1] [0.20 White*2] [0.25 Gray95] [0.27 Gray80] [0.30 MediumForestGreen] } } }