// POV-Ray 3.7 Scene File "random_8.pov" // author: Friedrich A. Lohmueller, 2004/Aug-2011/Jan-2013 // homepage: www.f-lohmueller.de // //-------------------------------------------------------------------------- #version 3.6; // 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 = <0.0 , 1.5 ,-1.5>; #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 115 // front view location Camera_Position_0 right x*image_width/image_height look_at <0.0 , 2.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <5.0 , 4.5 ,-6.0> right x*image_width/image_height look_at <5 , 3.0 , 0.0>} #declare Camera_Position_2 = <-1.0 , 8.0 , -10>; #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 25 // higher view location Camera_Position_2 right x*image_width/image_height look_at <-0.1 ,1.7 , 2 >} #declare Camera_3 = camera {ultra_wide_angle angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_2} // sun --------------------------------------------------------------------- light_source{Camera_Position_0 color rgb<0.9,0.9,1.0>*0.2} light_source{<800,2500,-1500> color White*0.8} // sky --------------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{ pigment{ bozo turbulence 0.76 color_map { [0.5 rgb <0.20, 0.30, 0.8>*0.3] [0.6 rgb <1,1,1>] [1.0 rgb <0.5,0.5,0.5>]} } finish {ambient 1 diffuse 0} } scale 10000} // fog --------------------------------------------------------------------- fog{fog_type 2 distance 200 color White fog_offset 0.1 fog_alt 10.0 turbulence 0.8} // ground ------------------------------------------------------------------ plane { <0,1,0>, 0 texture{ pigment{color rgb<0.35,0.65,0.0>} normal {bumps 0.75 scale 0.015} } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- // Choosing random series: #declare Random_0 = seed (91125); // use: "rand(Random_0)" #declare Random_1 = seed (52655); // use: "rand(Random_1)" #declare Random_2 = seed (3133); // use: "rand(Random_2)" union{ // outer loop #declare NrX = -3; // start x #declare EndNrX = 3; // end x #while (NrX< EndNrX+1) // more inner loop #declare NrY = -3; // start y #declare EndNrY = 3; // end y #while (NrY< EndNrY+1) // innerst loop #declare NrZ = -3; // start z #declare EndNrZ = 3; // end z #while (NrZ< EndNrZ+1) sphere{ <0,0,0>,0.15 scale <1,1,1> texture { pigment{ color rgb< 1.0, 0.65, 0.0> } finish { phong 1} } // end of texture // translate translate < 0.5*NrX + 0.25*(-0.5+rand(Random_0)) , 0.5*NrY + 0.25*(-0.5+rand(Random_1)) , 0.5*NrZ + 0.25*(-0.5+rand(Random_2)) > } // end of sphere -------------------------------------------- #declare NrZ = NrZ + 1; // next Nr z #end // --------------- end of loop z // end innerst loop #declare NrY = NrY + 1; // next Nr y #end // --------------- end of loop y // end more inner loop #declare NrX = NrX + 1; // next Nr x #end // --------------- end of loop x // end of outer loop rotate<0,-40,0> translate<0,2,2>} // end of union //-------------------------------------------------------end