4.1.30 Script mtmand

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// Persistence Of Vision raytracer version 3.5 sample file.
// File By Dan Farmer and Tim Wegner

// Low resolution versions of the images MTMAND.POT and MTMANDJ.PNG are
// included so that you can render this scene, however in order to really
// do the scene justice you should substitute higher resolution versions
// of these images. MTMAND.PAR contains the fractal parameters to generate
// both images using the DOS program FRACTINT.

global_settings {assumed_gamma 2.2}

#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
#declare PlanetColor = color red 0.65 green 0.65 blue 1.00;

// The following constants simply make it easier to swap images of different
// scales. Change ScaleX and ScaleZ if you generated the MTMAND.POT file at
// a resolution different from 360 x 480 which Dan used.

#declare ScaleX = 1.0;	// 640/(pot image width)
#declare ScaleZ = 1.0;	// 480/(pot image height)

camera {
	location <-150.0, 300.0,-650.0>
	direction <0.0, 0.0, 4.0>	// "Telephoto" lens, "compresses" distance
	up <0.0, 1.0, 0.0>	// The distance also seems to smooth the h-field
	right <4/3, 0.0, 0.0>
	look_at <-40.0, 150.0, 0.0>
}

// Define a couple of colors for the light sources.
#declare MainLight = color red 0.8 green 0.8 blue 0.8;
#declare FillLight = color red 0.23 green 0.23 blue 0.25;
// Light source (main)
light_source {<-400.0, 300.0,-60.0> color MainLight}
// Light source (shadow filler)
light_source {<-50.0, 300.0,-60.0> color FillLight}

height_field {
	// 16 bit continuous potential Fractint fractal,
	// floating point activated to allow a large bailout value
	// Fractint parameters are:
	// type=mandel
	// corners=-0.1992/-0.1099914/1.0000046/1.06707
	// float=yes
	// maxiter=1500
	// potential=255/2200/1000/16bit
	// savename=mtmand
	pot "mtmand.pot"
//	pot "mtmand.pot" smooth	// <== try this for high resolution renders
//	png "mtmand.png" smooth	// <== do this instead if no POT available
	water_level 0.0
	pigment {White}
	finish {
		crand 0.025	// dither - not used often, but this image needs it.
		ambient 0.2	// Very dark shadows
		diffuse 0.8	// Whiten the whites
		phong 0.75	// Fairly shiny
		phong_size 100.0	// with tight highlights
		specular 1.0
		roughness 0.005
	}
	scale <640, 256, 480>
	scale <ScaleX, 0.5, ScaleZ>	// Reduce the height, scale to 360 x 480
	translate <-180, 0.0,-240>	// Center the image by half of ScaleX and ScaleZ
}

// Sky sphere
sphere {<0.0, 0.0, 0.0>, 1200.0
	hollow on
	pigment {
		gradient y	// Fade from yellow to orange to red to black
		color_map {
			[0.00 0.10 color Yellow color Orange]	// Yellow at horizon
			[0.10 0.15 color Orange color Red]	// Fade to orange to red
			[0.15 0.27 color Red color Black]	// then to dark red
			[0.27 1.01 color Black color Black]	// to Black at zenith
		}
		quick_color SummerSky
		scale 1000	// Big enough to surround the universe
		translate <0.0,-240.0, 0.0>	// This ajusts for the viewer position
	}
	finish {
		ambient 1.0	// Keep objects from casting shadows
		diffuse 0.0	// All light comes from ambient sources
	}
}

// Planet
sphere {<-95.0, 50.0, 600.0>, 35.0
	pigment {PlanetColor}
	normal {
		bump_map {	// Bump texture with corresponding julia image
			// type=julia
			// corners=-1.568/1.568/-1.176/1.176
			// params=-0.1545957/1.0335373
			// float=yes
			// maxiter=256
			png "mtmandj.png"
			bump_size 15.0
			interpolate 4.0	// Smooth the image
		}
		// mapped image is 1x1x1, with lower left corner at 0,0,0
		translate <-0.5,-0.5, 0.0>	// Center the image at origin
		scale <35.0, 35.0, 35.0>
		rotate 95*z	// Tweak the positioning a little
	}
	finish {
		specular 0.35	// Fairly "dull" surface
		roughness 0.5	// spread the highlight
		ambient 0.0	// Dark shadows
		diffuse 0.75
	}
}

Et voici ce que nous obtenons :


Et maintenant, vous pouvez voir les différences entre l'image initiale et celle avec l'option 'pot "mtmand.pot" smooth'.

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