#include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "skies.inc" #include "camera.inc" #include "olivier4.inc" #if (file_exists("global_settings.inc")) #include "global_settings.inc" #end #declare rock_color = 1.3*<0.72,0.5,0.3>; #include "maprock1.inc" // Generated rockmap #declare light=1.25*<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 wvs = normal { gradient x slope_map { [0 <0.5, 1>] // start in middle and slope up [0.4 <1.0, 0>] // flat slope at top of wave [0.65 <0.5,-1>] // slope down at mid point [0.85 <0.0, 0>] // flat slope at bottom [1 <0.5, 1>] // finish in middle and slope up } scale 0.15 warp { turbulence 0.5 octaves 1 } scale 1.0/0.15 } #declare sand1 = texture { pigment {colour rgb <0.95,0.85,0.75>} normal { average normal_map { [0.5 wvs 0.5] [0.5 wrinkles 2 scale 0.0025] } } finish { ambient 0.15 diffuse 0.8 } } #declare rock1 = pigment { wood color_map { rock_map } rotate <0,0,0> turbulence 0.1 } #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 desert_plane = plane {y, 0 texture { sand1 pigment {color 0.8*rock_color} rotate <0,45,0> } } sky_sphere { pigment { gradient y color_map { [0 color rgb <0.8,0.8,1.0>] [0.15 color rgb <0.5,0.6,1.0>] [0.3 color <0.2,0.4,1.0>] [1 color <0.2,0.4,1.0>] } } } // Clouds - sky_sphere is the background plane { y,1000 texture { pigment { granite turbulence 0.5 octaves 6 omega 0.1 lambda 2 color_map { [0.6 rgbt <0,0,0,1>] [1.0 rgb 1] } } translate z*0.1 finish {ambient 1} scale 18000 rotate -25*y } no_shadow hollow } #declare Sun = light_source { 0 // light's position (translated below) color rgb light // light's color looks_like {sun} } #declare hf = height_field { png "test.png" smooth // water_level 0.001 // truncate/clip below N (0.0 ... 1.0) scale < 1.0, 0.3, 1.0 > translate <-.5, 0.0, -.5> } #declare Fog = fog { fog_type 2 distance 10 // color rgbt <0.6,0.4,0.2,0.01 > color 0.8*rock_color fog_offset 0.2 fog_alt 0.2 turbulence 0.8 } #declare hf_texture = texture { pigment {color rock_color} normal {granite 0.2 scale 0.00025} } #declare unit = 1.0; /**********************************************************************************************/ object {hf translate y*-0.0075 translate z*0.25 texture {hf_texture} scale <1.5,1,2> translate y*-0.03 } fog {Fog} light_source {Sun translate <2000,800,-1000>} object {TREE rotate y*-0 translate <0.55,0.3,-1.5> scale <0.2, 0.23, 0.2>} camera {maincamera translate <0+tr_x,0.05+tr_y,tr_z> rotate }