// // (C) by Wolfgang Hurst // #include "colors.inc" #include "textures.inc" #include "skies.inc" #declare CamPos1 = camera { location <0, 0, -130> look_at <0, 0, 0> } #declare Light1 = light_source { <-30, 110, -30>, rgb <2,2,2> spotlight point_at <0,0,100> } #declare Light2 = light_source { <0, 110, -70> color White } #declare Light3 = light_source { <0, 110, -60> color White } #declare Sky = sky_sphere { S_Cloud3 } #declare WasserOberflaeche = plane { <0,1,0>, 100 hollow texture { pigment { agate color_map { [0.0 rgbt <0.0, 0.70, 0.80, 0.5> ] [0.3 rgbt <0.0, 0.70, 0.80, 0.0> ] [0.6 rgbt <0.0, 0.75, 0.80, 0.4> ] [1.0 rgbt <0.0, 0.90, 0.90, 0.6> ] } } scale 100 } finish { ambient 0.6 diffuse 0.7 phong 0.4 reflection 0.4 } interior { caustics 1.5 } normal { crackle 2 scale 40 turbulence 2 } /* normal { crackle 3 scale 60 turbulence 3 } */ } fog { distance 450 color rgb <0.0, 0.2, 0.2> turbulence 4 } #declare WasserBoden = plane { <0,1,0>, -100 hollow texture { pigment{ agate color_map { [0.0 rgb <0.82, 0.80, 0.05> ] [0.5 rgb <0.95, 0.90, 0.00> ] } } finish { ambient 0.3 diffuse 0.9 } } normal { crackle 3 scale 80 turbulence 3 } } // REAL LIFE camera { CamPos1 } light_source { Light1 } light_source { Light2 } light_source { Light3 } sky_sphere { Sky } plane { WasserOberflaeche } plane { WasserBoden }