// POV-Ray 3.7 Scene File "atmospheric_media_t3.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_1 = camera {/*ultra_wide_angle*/ angle 55 // -------------- location < 15.00, 2.50, -7.00> right x*image_width/image_height look_at <-0.50, 2.50, 4.00>} camera{Camera_1} // sun --------------------------------------------------------------------- // light_source{<1500,2500,-2500> color White} // sky -------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.92 color_map { [0.00 rgb <0.20, 0.20, 1.0>*0.9] [0.50 rgb <0.20, 0.20, 1.0>*0.9] [0.70 rgb <1,1,1>] [0.85 rgb <0.25,0.25,0.25>] [1.0 rgb <0.5,0.5,0.5>]} scale<1,1,1.5>*2.5 translate< 0,0,0> } finish {ambient 1 diffuse 0} } scale 10000} // ground ------------------------------------------------------------ plane { <0,1,0>, 0 texture{ pigment{ color rgb<0.35,0.65,0.0>*0.72 } normal { bumps 0.75 scale 0.015 } finish { phong 0.1 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- //----------------------------------------------------------------------------------------- media{ scattering { 1, // scattering media type 1,2,3 0.3 // color of the media (no comma!) extinction 0.25 //optional 0~1 = how fast the scattering media absorbs light } intervals 20 // default 10 // how many samples // the intervals span the entire length of the ray // from camera to where it hits an object density{ granite scale 10 color_map{ [0.0 rgb <1,1,1>*0.1] [0.5 rgb <1,1,1>*0.3] [1.0 rgb <1,1,1>*1 ] } // end of color_map } // end of density } // end of media //--------------------------------------------------------------------------------------- // spotlight light_source { < 0, 1, 18.0> // position of the light color rgb<1,1,1>*1 // color of the light spotlight // kind of light source point_at <1, 0.5, 0> // direction of spotlight radius 10 // hotspot (inner, in degrees) tightness 15 // tightness of falloff (1...100) // lower is softer, higher is tighter falloff 35 // intensity falloff radius (outer, in degrees) looks_like{ sphere { <0,0,0>, 0.35 scale<1,1,0.1> texture{ pigment{ color rgb<1,1,1>} finish { ambient 1 } // no shadow on the light! } // end of texture } // end of sphere ----------------------------------- } // end of looks_like } //-------------- end of light_source "spotlight" ---------------------------------- //--------------------------------------------------------------------------------------- //----------------------------------------------- objects: union{ // street box { <-3.50, 0.00, -1000>,< 3.50, 0.001, 1000> texture{ pigment{ color rgb<1,1,1>*0.3} normal { bumps 0.5 scale 0.005} finish { diffuse 0.9 phong 0.1} } // end of texture scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of box -------------------------------------- // left stripe box { <-3.50, 0.00, -1000>,<-3.35, 0.001, 1000> texture{ pigment{ color rgb<1,1,1>*1.1} finish { diffuse 0.9 phong 0.1} } // end of texture } // end of box -------------------------------------- // right stripe box { < 3.35, 0.00, -1000>,< 3.50, 0.001, 1000> texture{ pigment{ color rgb<1,1,1>*1.1} finish { diffuse 0.9 phong 0.1} } // end of texture } // end of box -------------------------------------- union{ // inner union --- center stripes #declare Nr = -500; // start #declare EndNr = 500; // end #while (Nr< EndNr) box { <-0.075, 0.00, 0>,< 0.075, 0.0015, 1.00> texture{ pigment{ color rgb<1,1,1>*1.1} finish { diffuse 0.9 phong 0.5} } // end of texture translate<0,0,Nr*2.00>} #declare Nr = Nr + 1; // next Nr #end // --------------- end of loop } // end of inner union rotate<0,0,0> translate<0,0,-100> } // end of union --------------------------end of street //----------------------------- columns union{ cylinder { <0,0,0>,<0,5,0>,0.3 } cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,3>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,6>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,9>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,12>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,15>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,18>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,21>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,24>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,27>} texture { pigment { color rgb<1,1,1> } finish { diffuse 0.9 phong 0.5} } // end of texture translate<-4.5,0,-3> } // end of union union{ cylinder { <0,0,0>,<0,5,0>,0.3 } cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,3>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,6>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,9>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,12>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,15>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,18>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,21>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,24>} cylinder { <0,0,0>,<0,5,0>,0.3 translate<0,0,27>} texture { pigment { color rgb<1,1,1> } finish { diffuse 0.9 phong 0.5} } // end of texture translate<-4.5,0,-3> scale <-1,1,1> } // end of union // ---------------------------------------------------------------------------- end