#include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "skies.inc" #include "camera.inc" #declare rock_color = <0.72,0.56,0.3> ; #include "maprock1.inc" // Generated rockmap #include "geomorph_txtr.inc" #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 1.45 ambient_light light} #declare P_Cloud5 = pigment { bozo turbulence 0.65 octaves 6 omega 0.3 lambda 4 color_map { [0.0 color light transmit 0.25] [0.3, 1.001 color Clear color Clear] } scale <6, 1, 6> } #declare rock1 = pigment { gradient y color_map { rock_map } rotate <0,0,0> turbulence 0.1 scale 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 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 <0.8,0.8,1>] [0.15 color <0.2,0.4,0>+Blue] [1 color <0.2,0.4,0>+Blue] } } } // Clouds sphere - sky_sphere is the background plane { y,1000 texture { pigment { granite turbulence 0.1 color_map { [0.4 rgbt <0,0,0,1>] [1.0 rgb 1] } } // P_Cloud5 finish {ambient 1} scale 15000 rotate 35*y } no_shadow hollow } #declare Haze = fog { fog_type 2 distance 8 color rgbt <0.6,0.6,0.8,0.05 > fog_offset 0.15 fog_alt 0.1 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> } #declare sea_bottom = plane {y, 0 } #declare water = plane {y, 0 texture { pigment {color rgbt<0.0,0.4,0.8,0.7>} normal {bumps 0.1 translate clock scale 3*<2.5,1,1> rotate <0,-30,0>} finish {specular 0.9 roughness 0.05 reflection .5 ambient 0.1 diffuse 0.3 refraction 1 ior 1.33 caustics 1} } } /**********************************************************************************************/ object {hf translate y*0 texture {shore_granite translate y*0 scale 0.25 } } object {sea_bottom texture {shore_granite}} object {water scale 0.001 translate 0.03*y } fog {Haze} light_source {Sun translate <2000,2000,-1000>} camera {maincamera translate <0+tr_x,0.05+tr_y,tr_z> rotate }