// Persistence of Vision Ray Tracer Scene Description File // File: cloudsA.pov // Vers: 3.5 // Desc: "fake" clouds using a simple bump mapping technique // for lightsourcing a cloud pigment. // Date: March 23, 2002 // Auth: Abe Madey (bullfrog@taconic.net) camera { location <0,0,-1> direction z right x*image_width/image_height up y } //------------------------------- // controls #declare sky_color= <0.11, 0.13, 0.59>; //blue sky #declare c_bright = <0.99, 0.96, 0.88>; //illuminated color of clouds #declare c_shade = <0.62, 0.60, 0.70>; //shadow color of clouds #declare cld_s = .2;//.50; //cloud scale #declare cld_ts = .5; //cloud turbulence scale #declare cld_t = .3; //cloud turbulence #declare cld_c = .40; //cloud cover #declare cld_e = .05; //fuzzieness of cloud edges #declare lt_vec = x*.025; //illumination vector(light direction) and "amount" of illumination #declare cld_is = .08; //softness of illumination //------------------------------- #declare cloud_shading=texture{ pigment{ bozo scale cld_ts warp{turbulence cld_t lambda 2.8} scale 1/cld_ts scale cld_s color_map{ [0 color c_shade*.55] [cld_c-cld_is color c_shade] [cld_c color c_bright] } } finish{ambient 1 diffuse 0} } #declare cloud_mask=texture{ pigment{ bozo scale cld_ts warp{turbulence cld_t lambda 2.8} scale 1/cld_ts scale cld_s color_map{ [cld_c-cld_e*.5 color sky_color transmit 1] [cld_c+cld_e*.5 color sky_color transmit 0] } } finish{ambient 1 diffuse 0} } #declare clouds= texture{cloud_shading} texture{cloud_mask translate lt_vec} plane{ -z, 0 texture{clouds} }