#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 = < 0.8471, 0.7059, 0.7922 >; #declare col_density=1.0; #include "painted_desert_map2.inc" // Generated rockmap #declare light=<1,0.97,0.94>; #declare sun= sphere {<0,1,0>,100 pigment{rgb 3*light} finish {ambient 1} } global_settings {assumed_gamma 1.25 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 specular 0.0 } } #declare rock = pigment { gradient y color_map { ground_map } // from include file translate y*-0.1 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 { [0.4 rgbt <0,0,0,1>] [1.0 rgb 1] } } translate z*0.3 finish {ambient 1} scale 18000 rotate -30*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 6 // color rgbt <0.6,0.4,0.2,0.01 > color rgb rock_color transmit 0.01 fog_offset 0.3 fog_alt 0.3 turbulence 0.8 } /**********************************************************************************************/ object {hf scale <1.2, 1.2, 1.2> scale <2, 1, 2> texture {pigment {rock } scale 0.4 } translate y*-0.0075 } object {desert_plane rotate y*rot_y scale 0.003 translate <0,0,0> } fog {Fog} light_source {Sun translate <-8000,15000,-15000>} camera {maincamera translate <0+tr_x,0.05+tr_y,tr_z> rotate }