// PoVRay 3.7 Scene File " ... .pov" // author: ... // date: ... //-------------------------------------------------------------------------- #version 3.7; global_settings{ assumed_gamma 1.0 } #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // front view location <0.0 , 1.0 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90 // diagonal view location <2.0 , 2.5 ,-3.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_0} // sun --------------------------------------------------------------------- light_source{<1500,2500,-2500> color White} // sky --------------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{pigment{ bozo turbulence 0.85 scale 1.0 translate<5,0,0> color_map { [0.5 rgb <0.20, 0.20, 1.0>] [0.6 rgb <1,1,1>] [1.0 rgb <0.5,0.5,0.5>]} } finish {ambient 1 diffuse 0} } scale 10000} //------------------------------ fog{distance 300000 color White} // sea --------------------------------------------------------------------- plane{<0,1,0>, 0 texture{Polished_Chrome normal { crackle 0.15 scale <0.35,0.25,0.25> turbulence 0.5 } finish { reflection 0.60 }}} //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //--------------------------------------------------------------------------