/* #declare CubeMtn=box { <-.5, -.5, -.5>,< 0.5, .5, .5> scale <1,1,1> rotate<0,45,0> rotate x*54.5 translate<0,-.29,0> } // end of CubeMtn -------------------------------------- #declare HalfCubeMtn=difference{object{CubeMtn} box { <-2.00, -2.00, -2.00>,< 2.00, 0.00, 2.00> } scale <1,1,1> rotate<0,0,0> translate<0,0,0> } // end of our difference.. #declare NotchBox=box{<-1,.38,0><1,.708,1> rotate <-5,0,-3> rotate y*45 } object{NotchBox texture{WhiteMtnTex} } #declare NHCM=difference{object{HalfCubeMtn} object{NotchBox} } //end all of our differences!! object{NHCM} */ /* object{SHCM2 texture{SandTex} translate x*-2.5} object{SHCM2 texture{SandTex} rotate y*90 translate x*-1.25} object{SHCM2 texture{SandTex} rotate y*180 translate x*0} object{SHCM2 texture{SandTex} rotate y*270 translate x*1.25} object{SHCM2 texture{SandTex} rotate x*-90 translate <2.5,.25,0>} object{HCM texture{SandTex} translate <-2.5,1.25,0>} object{HCM texture{SandTex} rotate y*90 translate <-1.25,1.25,0>} object{HCM texture{SandTex} rotate y*180 translate < 0,1.25,0>} object{HCM texture{SandTex} rotate y*270 translate < 1.25,1.25,0>} object{HCM texture{SandTex} rotate x*-90 translate < 2.5,1.50,0>} object{QHCM2 texture{SandTex} translate <-2.5,2.5,0>} object{QHCM2 texture{SandTex} rotate y*90 translate <-1.25,2.5,0>} object{QHCM2 texture{SandTex} rotate y*180 translate < 0,2.5,0>} object{QHCM2 texture{SandTex} rotate y*270 translate < 1.25,2.5,0>} object{QHCM2 texture{SandTex} rotate x*-90 translate < 2.5,2.75,0>} */ //object{Conifer scale 3} ////////////////////////////////////////////////////// //a coupla crossobj.pov objects #declare HalfCrossCrown= union{ #declare Looper=-2; #while (Looper<3) object{BigAssRing translate y*abs(Looper)*-.3 translate z*-10.7 rotate x*-20 rotate y*(Looper)*15 } #declare Looper=Looper+1; #end } //end union //object{HalfCrossCrown} #declare ThirteenCrossCrown= union{ #declare Looper=-6; #while (Looper<7) object{BigAssRing //translate y*Looper*-.3 translate z*-10.7 //rotate x*-20 rotate y*(Looper)*15 } #declare Looper=Looper+1; #end } //end union //object{ThirteenCrossCrown} #declare ThirteenCrossStripe= union{ #declare Looper=-6; #while (Looper<7) object{BigAssRing scale .5 translate x*3*Looper } #declare Looper=Looper+1; #end } //end union //object{ThirteenCrossStripe} #declare TwentyOneCrossStripe= union{ #declare Looper=-10; #while (Looper<11) object{BigAssRing scale .5 translate x*3*Looper } #declare Looper=Looper+1; #end } //end union //object{TwentyOneCrossStripe} ////////////////////////////////////////////////// camera //crossobj's camera { //location <0, 3 ,-5> location <0,0,-11.5> location <0,0,-48> //look_at <0 ,0 , 0.0> look_at <0,0,0> //sky z } #declare Mountain0=object{ Pyramid // base size <-1,-1,-1>,<1,1,1> scale <1,.56,1> texture{ pigment{ color rgb<0.16, 0.14, 0.72> } } } // end of object //object{Mountain0} //that's where it starts... #declare Ridge0=object{ Pyramid scale <3,1,1.5> texture{ pigment{ color rgb<0.16, 0.14, 0.42> } } scale <1,1,1> rotate<0, 0,0> translate<0,0,0> } #declare Rock0=box { <-1.00, 0.00, -1.00>,< 1.00, 2.00, 1.00> texture {pigment{ color rgb<1.00, 1.00, 1.00>} finish { phong 1 reflection{ 0.00 metallic 0.00} } } // end of texture scale <.1,.1,.1> rotate<40,40,40> translate<0,0,0>} #declare Rock1=object{Rock0 scale <2,3,4>} #declare Rock2=object{Rock0 scale <2,2.5,2> rotate<35,45,55>} //object {Rock0 translate <0,-.05,.7>} //object {Rock1 translate <0,-.2,1.8>} #declare RockGrid=union{ #declare Looper=-8; #while (Looper<8) #declare Looper2=-8; #while (Looper2<8) object {Rock0 translate } #declare Looper2=Looper2+1; #end #declare Looper=Looper+1; #end } #declare RockGrid1=union{ #declare Looper=-8; #while (Looper<8) #declare Looper2=-8; #while (Looper2<8) object {Rock1 translate } #declare Looper2=Looper2+1; #end #declare Looper=Looper+1; #end } #declare Conifer=union{object{cone{ <0,.1,0>,1.10,<0,2,0>,0 } } object{cylinder { <0,-.01,0>,<0,.101,0>, 0.30 } } texture{ pigment{ color rgb<0,.2,0,>} // pigment{ color rgb<1.00,0.60,0.00>} // finish { phong 0.5 reflection{ 0.00 metallic 0.00} } } // end of texture scale <.31,1,.41>*.1 rotate<0,0,0> translate<0,0.0001,0> } #declare StandingRock=superellipsoid{ <.31,.21> texture{ SRText } rotate<0,0,0> translate<0,.5,0> scale <.05,.1,.04> } // ---- end superellipsoid //frontest island spare TreeClumps, herd thinning //object {TreeClump0 translate <-4.4,0,-36.8> } //object {TreeClump0 translate <-4.7,0,-36.3> } //object {TreeClump0 translate <-4.4,0,-36.3> } //object {TreeClump2 translate <-3.3,0,-36.3> } //cylinder { <0,-.01,0>,<0,.501,0>, 0.30 texture{TrunkText} } //short and fat not what I want //object{LPTree scale<1.03,1.00,1.00> rotate< -1,0,2> translate <-.62,0, .033>} //object{LPTClump translate <2,0,-38>} /* the helicopter!! //-------------------------------------------------------------------------- #declare Body_Texture = texture { //Chrome_Metal pigment{ color rgb< 1.0, 0.6, 0.05> } // light orange normal { bumps 0.15 scale 0.45 } finish { phong 0.3 reflection 0.00} } // end of texture #declare Inside_Texture = texture { pigment{ color rgb< 1, 1, 1>*0.75 } // color Gray75 // normal { bumps 0.5 scale 0.05 } finish { diffuse 0.9 phong 0.1} } // end of texture #declare Seat_Texture = texture { pigment{ color rgb< 1, 0.85, 0.75>*1.1 }// very light brown normal { bumps 0.5 scale 0.025 } finish { phong 1 reflection 0.00} } // end of texture //-------------------------------------------------------------------------- #include "Helicopter_01.inc" //-------------------------------------------------------------------------- object{ Helicopter_01 ( 10,// Rotor_Rotation, // main rotor 100,// Backside_Rotor_Rotation, // main rotor Body_Texture, Inside_Texture, Seat_Texture ) //------------------------------------------- scale <1,1,1> rotate<8,0,-12> translate<-17,6.5,-11>} //-------------------------------------------------------------------------- */ /* //lights for the front drop when I was having trouble seeeing it // create a regular point light source light_source { 0*x // light's position (translated below) color rgb <1,1,1>*5 // light's color translate <5, 20, -50> } light_source { 0*x // light's position (translated below) color rgb <1,1,1>*5 // light's color translate <-5, 20, -50> } */ #declare Strength = 1.0; //(+ or -) strength of component's radiating density #declare Radius1 = 1.5; //(0 < Radius) outer sphere of influence on other components #declare BlobCloud=blob{ threshold 0.6 // threshold (0.0 < threshold <= Strength) surface falloff threshold # sphere{< 0.75, 0, 0>, Radius1, Strength scale <1,1,1>} sphere{<-0.375, 0.65,0>, Radius1, Strength} sphere{<-0.375,-0.65,0>, Radius1, Strength} //cylinder{<-1.50,0,0>,< -0.25,1.50,0>, Radius1, Strength} // sturm scale 1 rotate<30,0,0> translate<0,1.0,-0.3> texture{ pigment{ color rgb<1,0.0,0.2> } finish { phong 1 } } }