#include "colors.inc" #include "textures.inc" #include "camera.inc" // #declare rock_color=<0.5,0.5,0.2>; // #include "maprock1.inc" #include "painted_desert_map3.inc" #declare rock_normal=1.0; #declare rock_color=<0.7,0.6,0.3>; #declare rock_scale=1.0; #declare rock_pigment_scale=1.0; #declare adhesion=0.7; #declare forest_color_density=1.0; #declare bushes_color_density=1.0; #declare forest_normal_scale=1; #declare bushes_normal_scale=1; #declare forest_normal=1; #declare bushes_normal=1; #declare snow_density=1.0; #declare snow_color=<0.95,0.95,1.0>; #declare snow_height=0.5; #declare UseGranite=0; #include "slope_patterns.inc" #declare fog_distance=70.0; #declare fog_transparency=0.8; #declare fog_altitude=0.08; #declare sky_density=1; #declare granite_density=1.5; #declare granite1_grain_scale=5.5; #declare grass_scale = 1.0; #include "geomorph_txtr.inc" #if (file_exists("global_settings.inc")) #include "global_settings.inc" #end #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 } // Lights positions updated 2004-09-14 for trying to get more // consistency with the GL preview #declare light1 = light_source { <-130, 0.75*200, -10> color White } #declare light2 = light_source { <130, 300, 5> color 0.4*White } #declare strata = pigment {gradient y color_map{rock_map} warp {turbulence 0.1}} #declare hf= height_field { png "test.png" smooth scale < 1.0, 0.3, 1.0 > translate <-.5, 0.0, -.5> /* object {hf texture { pigment {gradient y color_map {ground_map} translate y*-0.1 turbulence 0.1 scale 0.35 } } } */ /*******************************************************************/ object {hf texture {forest_rock_snow_bushes}} light_source {light1 rotate y*rot_y} light_source {light2 rotate y*rot_y} camera {maincamera translate <0+tr_x,0.05+tr_y,tr_z> rotate } /*******************************************************************/ /* #declare Haze = fog { fog_type 2 distance fog_distance color rgbt <0.6,0.6,0.8,fog_transparency > fog_offset fog_altitude fog_alt fog_altitude turbulence 0.8 } #declare sky_gradient = pigment { gradient y color_map { [0 color rgb sky_density*<0.8,0.8,1>] [0.1 color sky_density*(<0.45,0.5,1>)] [0.2 color sky_density*(<0.2,0.4,1>)] [1 color sky_density*(<0.2,0.4,1>)] } } sky_sphere {pigment {sky_gradient scale <1.0, 1.0, 1.0> } } plane { y,1000 texture { pigment { granite turbulence 0.5 octaves 6 omega 0.1 lambda 2 color_map { [0.3 rgbt <0,0,0,1>] [1.0 rgb 1] } } translate z*0.0 rotate y*-35 finish {ambient 0.8 } scale 11000 } no_shadow hollow rotate x*rot_x } fog {Haze} */