#include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "skies.inc" #declare rock_color = 2*<0.3,0.35,0.3> ; #declare rock_normal=1.0; #declare sky_density=1; #declare water_density=0.4; #declare fog_distance=5; #declare fog_transparency=0.1; #declare fog_altitude=0.15; #include "geomorph.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*(<0.5,0.65,0>+Blue)] [0.5 color sky_density*(<0.3,0.5,0>+Blue)] [1.0 color rgb sky_density*<0.8,0.8,1>] } } pigment { granite turbulence 0.2 color_map { [0.3 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 <0.6,0.6,0.8,fog_transparency > fog_offset fog_altitude fog_alt 0.05 turbulence 0.8 } #declare hf = height_field { png main_terrain 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> } #if (file_exists(water_map)) // Water HF #declare water = height_field { png water_map smooth scale < 1.0, 0.3, 1.0 > translate <-.5, 0.0, -.5> texture { pigment {color rgbt water_density* <0.0,0.15,0.35,0.8>} normal {bumps 0.0001 scale <0.003,1,0.001> } finish {specular 1 roughness 0.005 reflection 0.2 ambient 0.1 diffuse 0.8} } } #end /*******************************************************************************************/ object {hf scale <1,1,1> translate y*0 texture {rock3 scale 0.6}} // object {hf scale <1.7,0.7,1.7> translate y*0 texture {rock3 scale 0.6}} #ifdef (water) object {water scale <1,1,1>} // object {water scale <1.7,0.7,1.7>} #end fog {Haze} light_source {Sun translate <0,2000,3000>} // Second light source, for backlit scenes light_source {<0,10000,-3000> color rgb light*0.2 } camera {maincamera translate <0+tr_x,0.05+tr_y,tr_z> rotate }