TUD Organische ChemieImmelGraphicsPovray 3.5slopemtView or Print this frame onlyView or Print (this frame only)

Example Graphics

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slopemt

Example file (slopemt.pov):

// Persistence Of Vision raytracer version 3.5 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.

camera {
location <0,1,-40>
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"
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.

}
}
}

© Copyright PD Dr. S. Immel