// Sunset #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "skies.inc" // #declare light=<1,0.97,0.94>; #declare light=<1,0.9,0.8>; global_settings {ambient_light light} #declare rock_color = <0.72,0.56,0.3> ; #include "geomorph.inc" // #declare horiz_sky_color = <0.6,0.7,1.0>; #declare horiz_sky_color = <0.9,0.5,0.4>; #declare sand_plane = plane {y,0 texture { pigment {colour rock_color } finish { ambient 0.15 diffuse 0.8 specular 0.0 } scale 0.5 } } #declare sun= sphere {<0,1,0>,300 pigment{rgb light + <0,0.1,0>} finish {ambient 1} } #declare maincamera = camera { location <0, 0, -0.1> // angle gl_angle up y // which way is +up right aspect_ratio*x // which way is +right and aspect ratio look_at <0, 0, 0> // point center of view at this point } #declare water = plane {y, 0 texture { pigment {color rgbt<0.0,0.1,0.6,0.7> } normal {bumps 0.1 scale 3*<2.5,1,1> rotate <0,-30,0>} finish {specular 0.1 roughness 0.05 reflection 0.8 ambient 0.0 diffuse 0.4 refraction 1 ior 1.33 caustics 1} } } sky_sphere { pigment { gradient y color_map { [0 color rgb <115,50,30>/255] [0.01 color <150,65,30>/255] [0.02 color <190,115,45>/255] [0.03 color <220,165,95>/255] [0.04 color <205,160,120>/255] [0.05 color <165,145,135>/255] [0.06 color <125,125,140>/255] [0.07 color <95,95,120>/255] [0.10 color <65,60,115>/255] [1.0 color <30,25,80>/255] } scale 2 } } // Clouds plan / sphere - sky_sphere is the background plane { y,1000 // sphere { <0,0,0>, 10000 texture { pigment { granite turbulence 0.1 color_map { [0.4 rgbt <0,0,0,1>] [1.0 rgb 0.9] } } finish {ambient 1} // scale <4000,2000,4000> // for sphere scale <20000,5000,20000> // for plane rotate 35*y } no_shadow hollow } #declare Sun = light_source { 0*x // light's position (translated below) color rgb light // light's color looks_like {sun} } #declare hf = height_field { png main_terrain smooth scale < 1.0, 0.3, 1.0 > translate <-.5, 0.0, -.5> } #declare Fog = fog { fog_type 2 distance 0.7 color rgb <150,65,30>/200 transmit 0.075 fog_offset 0.075 fog_alt 0.05 turbulence 30.0 // Very high value, because the camera is near the HF } /**********************************************************************************************/ object {hf translate y*-0.01 texture {pigment {color rock_color } } } object {sand_plane rotate y*rot_y scale 0.015 translate <0,0,0> } object {water scale 0.001*<1,1,1> translate y*0.005} fog {Fog} light_source {Sun scale 4 translate <4000,2000, 30000>} camera {maincamera translate <0+tr_x,0.05+tr_y,tr_z> rotate }