// ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "stars.inc" #include "uranus.inc" #include "geomorph.inc" #declare maincamera = camera { location <0, 0, -0.1> up y right aspect_ratio*x angle gl_angle look_at <0,0,0 > } #declare Sun = light_source {0 color White} #declare Sky = sphere { <0,0,0> 9900000 // avec clock,0.005)*10000-10002: 9990000 // milky_way is a gradient on y axis texture {pigment {milky_way translate <0,1,0> rotate <0,0,20> scale 0.5*9900000} } hollow finish {ambient 0.4 diffuse 0} } // The ground #declare norm = normal { crackle 2.0 turbulence 0.2 } // The layered texture avoids reflexions in dark cracks #declare ice1 = pigment {color rgbt <0, 0.25, 0.55, 0.5>} #declare ice2 = pigment {color rgbt <0, 0.3, 0.65, 0.5>} #declare ice3 = pigment {color rgbt <0, 0.3, 0.75, 0>} #declare ground = plane {y, 0 texture { pigment {ice3} finish {specular 0.8 roughness 0.05 reflection 0.4 ambient 0.1 diffuse 1} normal {norm} } texture { pigment { crackle pigment_map { [0.0 rgb <0.0,0.1,0.2>] [0.03 rgb <0.0,0.1,0.2>] [0.06 ice1] // 0.1 [0.08 ice2] // 0.3 [1.0 rgbt <0,0,0,1>] } turbulence 0.2 } finish {ambient 0.1 diffuse 1} normal {norm} } } #declare ground_test = plane {y, 0 texture {pigment{ice1}} } #declare hf = height_field { png main_terrain smooth scale <1.0,0.3,1.0> translate <-0.5,0.0,-0.5> texture {pigment {color rgb <0.2,0.3,0.4>}} } /***************************************************************************************************/ object {hf rotate <0,0,0> translate <0.0,-0.005, 0.0> scale <1.0,1.35,1.0> } object {ground translate <0,0,0> scale 0.1} // For testing purpose (a lot faster!): // object {ground_test translate <0,0,0> scale 0.1} object {Sky rotate <0,rot_y,0>} object {uranus scale 68 translate <300, 425, 2000> rotate <0,rot_y,0>} light_source {Sun translate <-20, 30, -50> rotate <0,rot_y,0>} camera {maincamera translate <0+tr_x,0.05+tr_y,tr_z> rotate }