// This work is licensed under the Creative Commons Attribution 3.0 Unported License. // To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/ // or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, // California, 94041, USA. // Persistence Of Vision raytracer sample file. // File: slopemt.pov // Date: August 30 2001 // Auth: Rune S. Johansen // Desc: This scene demonstrates the use of several slope pattern textures. // First render SLOPEMT_DAT.POV and then render this file. // // -w320 -h240 // -w800 -h600 +a0.3 #version 3.6; global_settings { assumed_gamma 2.2 } camera { location <0,1,-40> right x*image_width/image_height angle 50 look_at <0,3,0> } // A bright blue sky. sky_sphere { pigment { gradient y color_map { [0.0, color <1.0,1.0,1.0>] [0.2, color <0.8,0.9,1.0>] [1.0, color <0.5,0.6,0.8>] } } } // Some light. light_source {<200,200,-200>, color rgb 1.2} // And some simple water. plane { y, 0 pigment {color <0,0,0>} normal {bumps 0.03 scale 0.05} finish {reflection 0.7} } // Here are the basic textures. // Plain yellowish sand for the beaches. #declare Sand_Texture = texture { pigment {color <0.9,0.8,0.5>} } // A green texture for grass, plants, trees, etc. #declare Vege_Texture = texture { pigment {color <0.1,0.6,0.1>} } // A brown texture for the soil, where the plants can't grow. #declare Soil_Texture = texture { pigment {color <0.7,0.6,0.5>} } // A grey texture for the rock, where there is not even any soil. #declare Rock_Texture = texture { pigment {color <0.6,0.6,0.6>} } // A white texture for the snow. #declare Snow_Texture = texture { pigment {color rgb 1.0} finish {ambient 0.1 diffuse 0.8} } // Now for the slope pattern textures. // Before looking into these, try having a look at the // texture of the height_field at the bottom of this file. // A texture that has vegetation on the flat and low areas, // soil on the steeper and higher areas, and rock on the // steepest and highest areas. // Notice how the altitude values fit to the pattern values // in the texture_map of the height_field below. #declare Vege2Rock_Texture = texture { slope { -y*3, 0, 0.5 altitude y, 0.005, 0.400 } texture_map { [0.45, Vege_Texture] [0.55, Soil_Texture] [0.65, Soil_Texture] [0.65, Rock_Texture] } } // A texture that has snow on the flat and high areas, // and rock on the steeper and lower areas. // Notice how the altitude values fit to the pattern values // in the texture_map of the height_field below. // The altitude values have been switched around because we // want the snow near the top and not near the bottom. #declare Rock2Snow_Texture = texture { slope { -y*2, 0, 0.5 altitude y, 1.000, 0.400 } texture_map { [0.75, Snow_Texture] [0.75, Rock_Texture] } } // Here is the mountain. height_field { "slopemt_dat_36.jpg" scale <80,12,80> translate <-40,-2,-30> texture { gradient y scale 10 texture_map { // Notice the values in this texture_map. // Then compare them to the altitude values // in the slope pattern textures above. [0.000, Sand_Texture] // At the foot of the mountain [0.005, Sand_Texture] // we want some plain sand. [0.005, Vege2Rock_Texture] // Then some vegetation, [0.400, Vege2Rock_Texture] // soil and rock. [0.400, Rock2Snow_Texture] // Then from rock to snow [1.000, Rock2Snow_Texture] // at the top. } } }