#include "colors.inc" #include "textures.inc" #include "skies.inc" #include "functions.inc" global_settings { max_trace_level 255 } camera { location <0, 1, -10> look_at <-3, 0, 0> } // mini licht damit man vorne auch was sieht light_source { <0, 10, -1000> color <0.3, 0.3, 0.3> } // himmel sky_sphere { S_Cloud3 } // wasser plane { <0,1,0>, 0 texture { Polished_Chrome } normal { bumps 0.3 scale 0.05 turbulence 0.6 } } // sonnenlicht light_source { <80, -5, 500> color red 1.0 green 0.7 } // sonnen fake :-) plane { <0, 0, 1>, 500 no_shadow pigment { wood scale 4000 color_map { [0.0 0.047 color rgb <0.8,0.5,0>*4 color rgb <0.8,0.5,0>*2 ] [0.047 0.05 color rgb <0.8,0.5,0>*2 color rgb <0.8,0.5,0>*2 ] [0.05 0.9 color rgb <0.8,0.5,0> color rgbft <0,0,0,0,1> ] [0.9 1.0 color rgbft <0,0,0,0,1> color rgbft <0,0,0,0,1> ] } translate <0, -10, 0> } finish { ambient 0.5 } translate <80, -10, 500> } // 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] } } } // mein Nebel Fetzen plane { <0,1,0>, 0 pigment { bozo turbulence 0.65 octaves 6 omega 0.7 lambda 2 color_map { [ 0.0 0.3 color rgbft <1,1,1,1,0> color rgbft <1,1,1,1,0> ] [ 0.3 0.55 color rgbft <1,1,1,1,0> color rgbft <0,0,0,0,1> ] [ 0.55 1.0 color rgbft <0,0,0,0,1> color rgbft <0,0,0,0,1> ] } } finish { ambient 2.0 } scale 10 translate <5, 0.5, -3> }