#include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "skies.inc" #include "camera.inc" #if (file_exists("global_settings.inc")) #include "global_settings.inc" #end #declare rock_color = <0.82,0.76,0.5>+<0.1,-0.1,-0.1> ; #declare rock_turbulence = 0.05; #declare sky_density=0.8; #declare forest_color_density=1.2; #declare water_density=0.5; #declare fog_distance=10; #declare fog_transparency=0.1; #declare fog_altitude=0.15; #include "maprock1.inc" // Generated rockmap #include "slope_patterns.inc" #declare light=<1,0.97,0.94>; #declare sun= sphere {<0,1,0>,100 pigment{rgb 3*light} finish {ambient 1} } global_settings {ambient_light light} #declare maincamera = camera { location <0, 0, -0.1> // angle gl_angle up y // which way is +up right aspect_ratio*x // which way is +right and aspect ratio look_at <0, 0, 0> // point center of view at this point } #declare Sun = light_source { 0*x // light's position (translated below) color rgb light // light's color looks_like {sun} } sky_sphere { pigment { gradient y color_map { [0 color rgb sky_density*<0.8,0.8,1>] [0.15 color sky_density*(<0.3,0.5,0>+Blue)] [1 color sky_density*(<0.3,0.5,0>+Blue)] } } pigment { granite turbulence 0.2 color_map { [0.4 rgbt <0,0,0,1>] // [0.7 rgbt <0,0,0,1>] // For smaller clouds [0.95 rgb <0.7,0.7,0.8>] [1.0 rgb <0.7,0.7,0.8>] } } scale <1.0,0.4,1.0> rotate <0.0,-10,0.0> } #declare Haze = fog { fog_type 2 distance fog_distance color rgbt <0.8,0.8,0.8,fog_transparency > fog_offset fog_altitude fog_alt 0.05 turbulence 0.8 } #declare hf = height_field { png "test.png" smooth // water_level 0.05 // truncate/clip below N (0.0 ... 1.0) scale < 1.0, 0.3, 1.0 > translate <-.5, 0.0, -.5> } // Dark water #declare water = plane {y, 0 texture { pigment {color rgbt<0.0,water_density*0.15,water_density*0.35,0.2>} normal {bumps 0.1 translate clock scale 3*<2.5,1,1> rotate <0,-30,0>} finish {specular 0.9 roughness 0.05 reflection .65 ambient 0.1 diffuse 1} } } /**********************************************************************************************/ object {hf translate y*0 texture {slope_rock_bushes translate y*-0.05 scale 0.7 } } object {water scale 0.0005 translate 0.0002*y } fog {Haze} light_source {Sun translate <0,2000,-1000>} camera {maincamera translate <0+tr_x,0.05+tr_y,tr_z> rotate }