// POV-Ray 3.7 Scene File "random_c.pov" // author: Friedrich A. Lohmueller, 2004/Aug-2011/Jan-2013 // homepage: www.f-lohmueller.de // //-------------------------------------------------------------------------- #if (version < 3.7) global_settings{ assumed_gamma 1.0 } #end #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_Position_1 = <0.0 , 12.0 , -10>; #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 72 // for a quadratic aspect ratio!!! location Camera_Position_1 right x*image_width/image_height look_at <-1.1 ,2.0 , 2 >} camera{Camera_1} // sun --------------------------------------------------------------------- light_source{Camera_Position_1 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 100 color White fog_offset 0.1 fog_alt 4.0 turbulence 0.8} */ // ground ------------------------------------------------------------------ plane { <0,1,0>, 0 texture { pigment{ color rgb< 1, 1, 1>*0.25 } // color Gray50 // normal { bumps 0.5 scale 0.05 } } // end of texture } // end of plane //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- // Choosing random series: #declare Random_1 = seed(113); #declare Random_2 = seed(5780); #declare Random_3 = seed(12); union{ #declare NrX = -5; // start x #declare EndNrX = 5; // end x #while (NrX< EndNrX+1) // more inner loop #declare NrY = -2.5; // start y #declare EndNrY = 2.5;// 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>,0.45 scale < 1, 0.1+ (rand(Random_1)*2),1 > translate< NrX*1.2+(0.5-rand(Random_2)), NrY*1+(0.5-rand(Random_2))/2, NrY*0.6+NrZ*1.5+(0.5-rand(Random_2))/2 > texture{ pigment{color rgb< 1 , (0.5+rand(Random_2)/2) , (rand(Random_3)/5) > } // end of pigment finish { phong 1}} }// 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,-45,0> translate<0,5,2>} // end of union //-------------------------------------------------------end