// POV-Ray 3.7 Scene File "adsorbing_media_02.pov" // author: Friedrich A. Lohmueller, Oct-2008/Aug-2009 / Jan-2011 // homepage: www.f-lohmueller.de //-------------------------------------------------------------------------- #version 3.7; global_settings{assumed_gamma 1.0} #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //-------------------------------------------------------------------------------------------------------<<<< //-------------------------------------------------------------------------------------------------------<<<< // camera ------------------------------------------------------------------ #declare Camera_Position = < 0.00, 1.50,-5.50>; // front view #declare Camera_look_at = < 0.00, 3, 0.00>; #declare Camera_Angle = 50 ; // in degrees //--------------------------------------------------------------------------------------------------------<<<< camera{ /*ultra_wide_angle*/ location Camera_Position right x*image_width/image_height angle Camera_Angle look_at Camera_look_at } //------------------------------------------------------------------------------------------------------<<<<< //------------------------------------------------------------------------------------------------------<<<<< // sun --------------------------------------------------------------------- light_source{<1500,2500,-2500> color White*0.85} // sun light light_source{ Camera_Position color rgb<0.9,0.9,1>*0.1} // flash light // sky --------------------------------------------------------------------- sky_sphere { pigment { gradient <0,1,0> color_map { [0.00 rgb <1.0,1.0,1.0>*0.5] [0.30 rgb <0.2,0.4,1.0>*0.5] [0.70 rgb <0.2,0.4,1.0>*0.5] [1.00 rgb <1.0,1.0,1.0>*0.5] } scale 2 } // end of pigment } //end of skysphere // fog --------------------------------------------------------------------- fog{fog_type 2 distance 50 color White*0.4 fog_offset 0.1 fog_alt 2.0 turbulence 0.8} // ground ------------------------------------------------------------------ plane{ <0,1,0>, 0 texture{ pigment{ color rgb <1.00,0.95,0.8>*0.5} normal { bumps 0.75 scale 0.025 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- // scattering media sample "dust devil" cylinder{ <0,0,0>,<0,100,0>,1.5 pigment { rgbt 1 } hollow interior{ //--------------------- media{ scattering{ 1, <1,1,1> extinction 2.5 } absorption rgb< 0.61, 0.85, 0.85>*2 // density 1 density{ spiral2 10 turbulence 0.20 color_map { [0.00 rgb 0.00] // border [0.50 rgb 0.20] // [1.00 rgb 1.00] // center } // end color_map rotate<90,0,0> scale<1,0.5,1> } // end of density 1 // density 2 density{ cylindrical turbulence 1.0 frequency 1 color_map { [0.00 rgb 0.00] // border [0.50 rgb 0.20] // [0.80 rgb 1.00] // [1.00 rgb 0.50] // center } // end color_map scale<1,2,1> } // end of density 2 } // end of media ---------------------------- } // ------------------ end of interior scale <1,1,1> rotate<0,0,-20> translate < 0.00, 0.10, 0.00> } //------------------ end of object //-------------------------------------------------------------------------- //--------------------------------------------------------------------------