// Copyright (c) 1999, 2000 David A. Bartold // Copyright (c) 2002 Raymond Ostertag // 2002 fev 13 Add parameters for water // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. /////////////////////////////////////////////////////////////////////////////// /////// Start of User Definable Parameters and Their Defaults ///////////////// /////////////////////////////////////////////////////////////////////////////// // The Parameters used in the POV code are described here. Feel free to modify // them manually if they are not implemented in the dialog boxes. If they are // implemented your change will have no effect. // The structure of this document follow what you can see in the SCENE OPTIONS // dialog /////// Global //////////////////////////////////////////////////////////////// // TF_FILE and TF_HEIGHT_FIELD // in the dialog box : never // type : TGA graphic file // file to render as Height-field #ifndef (TF_HEIGHT_FIELD) #declare TF_HEIGHT_FIELD = height_field { tga "TF_FILE" smooth } #end /////// Camera tab //////////////////////////////////////////////////////////// // TF_CAMERA_LOCATION // in the dialog box : POSITION // type : vector // Set the camera's location. #ifndef (TF_CAMERA_LOCATION) #declare TF_CAMERA_LOCATION = <0, (TF_X_SCALE+TF_Z_SCALE)/2*1.5, -1.4*TF_Z_SCALE>; #end // TF_CAMERA_LOOK_AT // in the dialog box : LOOK AT // type : vector // Set the location to which the camera points. #ifndef (TF_CAMERA_LOOK_AT) #declare TF_CAMERA_LOOK_AT = <0, 0, 0>; #end // in the dialog box : OBSERVE SEALEVEL // type : boolean // No effect. // in the dialog box : ELEVATION OFFSET // type : numeric [0-1] // No effect. /////// Scaling /////////////////////////////////////////////////////////////// // TF_[XZ]_SCALE // in the dialog box : SIZE X - SIZE Z // type : slide [500-25000] // Scales along the X and Z axis #ifndef (TF_X_SCALE) #declare TF_X_SCALE = 1000; #end #ifndef (TF_Z_SCALE) #declare TF_Z_SCALE = 1000; #end // TF_Y_SCALE_FACTOR and TF_Y_SCALE // in the dialog box : SIZE Y // type : slide [0-1] // Basically, it sets the height of the rendered terrain #ifndef (TF_Y_SCALE_FACTOR) #declare TF_Y_SCALE_FACTOR = 0.33; #end #ifndef (TF_Y_SCALE) #declare TF_Y_SCALE = (TF_X_SCALE+TF_Z_SCALE)/2*TF_Y_SCALE_FACTOR; #end // TF_SCALE // in the dialog box : never // type : vector // Not a parameter, it's useful to have this vector for the POV code. #ifndef (TF_SCALE) #declare TF_SCALE = ; #end /////// Atmosphere //////////////////////////////////////////////////////////// // in the dialog box : ATMOSPHERE TYPE // type : include file // Not a parameter, you choose here wich file is used for the atmosphere theme // earth_fog : standard POV fogs // earth_haze : some kind of haze effect with scattering and POV ground fog // TF_HAVE_FOG // in the dialog box : FOG // type : boolean // Turn on/off for a atmospheric fog. #ifndef (TF_HAVE_FOG) #declare TF_HAVE_FOG = false; #end // TF_HAVE_GROUND_FOG // in the dialog box : GROUND FOG // type : boolean // Turn on/off for a ground-level fog. #ifndef (TF_HAVE_GROUND_FOG) #declare TF_HAVE_GROUND_FOG = false; #end // TF_HAVE_RAINBOW // in the dialog box : RAINBOW // type : boolean // Turn on/off for a rainbow. #ifndef (TF_HAVE_RAINBOW) #declare TF_HAVE_RAINBOW = false; #end // TF_FOG_TURBULENCE // in the dialog box : FOG TURBULENCE // type : slide[0-1] // Control of the density turbulence for all types of fog #ifndef (TF_FOG_TURBULENCE) #declare TF_FOG_TURBULENCE = 0; #end // TF_FOG_DENSITY // in the dialog box : FOG DENSITY // type : slide[0-1] // Control of the density for all types of fog #ifndef (TF_FOG_DENSITY) #declare TF_FOG_DENSITY = 0.25; #end // TF_GROUND_FOG_DENSITY // in the dialog box : no // type : slide[0-1] // Control of the density only for ground fog #ifndef (TF_GROUND_FOG_DENSITY) #declare TF_GROUND_FOG_DENSITY = TF_FOG_DENSITY; #end // TF_FOG_OFFSET // in the dialog box : FOG OFFSET // type : slide[0..1] // the value 0 means that the fog is as the same level as the water // the value 1 means that the fog is as the same level of the camera // or, if the camera is upper that 1.0 (the summit of the land), // the fog cover only the whole land #ifndef (TF_FOG_OFFSET) #declare TF_FOG_OFFSET = 0.40; #end // TF_FOG_ALT // in the dialog box : FOG ALT // type : slide[]0..1] // control how the fog disappear in the atmosphere, // with the value 0 there is no fading #ifndef (TF_FOG_ALT) #declare TF_FOG_ALT = 0.40; #end /////// Sky /////////////////////////////////////////////////////////////////// // in the dialog box : SKY TYPE // type : include file // Not a parameter, you choose here wich file is used for the sky theme // earth_regular : complet sky with celest objects // earth_static : simple model , it's always noon, without celest objects // mapped_sky : simple model, a graphic file is projected as background // TF_SKY_COLORDESCRIPTION // in the dialog box : no // type : include file // this file contain the nine colours used to set the colour of the background sky // used in regular and static models #ifndef (TF_SKY_COLORDESCRIPTION) #declare TF_SKY_COLORDESCRIPTION = "skycolor_earth.inc" #end // TF_SKY_COLORATION // in the dialog box : no // type : color vector // Permanent additionnal coloration for the background sky // used in regular and static models #ifndef (TF_SKY_COLORATION) #declare TF_SKY_COLORATION = <1.0, 1.0, 1.0>; // no coloration #end // TF_STARS_TEXTURE // in the dialog box : no // type : include file // Selection of a file for the stars texture, you can choose between 6 files // used in regular model only #ifndef (TF_STARS_TEXTURE) #declare TF_STARS_TEXTURE = "stars_01.inc" #end // TF_STARS_BRIGHTNESS // in the dialog box : no // type : slide[0, 1] // Brightness of the stars // used in regular model only #ifndef (TF_STARS_BRIGHTNESS) #declare TF_STARS_BRIGHTNESS = 0.5; #end // TF_LIGHTS_DESCRIPTION // in the dialog box : no // type : include file // Selection of file for the description of the valid lights (ambient, camera_light) // used in regular and static models #ifndef (TF_LIGHTS_DESCRIPTION) #declare TF_LIGHTS_DESCRIPTION = "lights_standard.inc" #end // TF_HAVE_AMBIENT_LIGHT // in the dialog box : no // type : boolean // Add an ambient area light over the height-field // used in regular model only #ifndef (TF_HAVE_AMBIENT_LIGHT) #declare TF_HAVE_AMBIENT_LIGHT = true; #end // TF_AMBIENT_LIGHT_LUMINOSITY // in the dialog box : no // type : slide[0, 1] // Luminosity for the lights // used in every models #ifndef (TF_AMBIENT_LIGHT_LUMINOSITY) #declare TF_AMBIENT_LIGHT_LUMINOSITY= 0.3; #end // TF_HAVE_CAMERA_LIGHT // in the dialog box : no // type : boolean // Add a light over the camera // used in regular model only #ifndef (TF_HAVE_CAMERA_LIGHT) #declare TF_HAVE_CAMERA_LIGHT = false; #end // TF_CAMERA_LIGHT_LUMINOSITY // in the dialog box : no // type : slide[0, 1] // Luminosity for the camera light // used in regular model only #ifndef (TF_CAMERA_LIGHT_LUMINOSITY) #declare TF_CAMERA_LIGHT_LUMINOSITY= 0.5; #end // TF_HAVE_CLOUDS // in the dialog box : CLOUDS // type : boolean // Create background clouds (texture on a sphere) // used in regular and static models #ifndef (TF_HAVE_CLOUDS) #declare TF_HAVE_CLOUDS = false; #end // TF_CLOUDS_TEXTURE // in the dialog box : CLOUD TYPE // type : include file // Selection of a texture for background clouds // used in regular and static models #ifndef (TF_CLOUDS_TEXTURE) #declare TF_CLOUDS_TEXTURE = "clouds_01.inc" #end // TF_HAVE_CLOUDS_ROOF // in the dialog box : no // type : boolean // Create a roof of clouds (texture on a plane)(experimental) // used in regular model only #ifndef (TF_HAVE_CLOUDS_ROOF) #declare TF_HAVE_CLOUDS_ROOF = false; #end // TF_CLOUDS_ROOF_DENSITY // in the dialog box : no // type slide[1, 50] // Number of iterations for clouds creation, // It's experimental, seems that there is only two results [1-4], [5-50] // used in regular model only #ifndef (TF_CLOUDS_ROOF_DENSITY) #declare TF_CLOUDS_ROOF_DENSITY = 5; #end // TF_CLOUDS_ROOF_HEIGHT // in the dialog box : no // type slide[1, 5] // Heigth of the plane (roof) - 1 means at the summit of the heigth-field // used in regular model only #ifndef (TF_CLOUDS_ROOF_HEIGHT) #declare TF_CLOUDS_ROOF_HEIGHT = 2.0; #end // TF_SUN_APPARENT_SIZE // in the dialog box : no // slide :[0.5 , 2.0] // apparent size of the sun from earth, don't increase this too much // used in regular model only #ifndef (TF_SUN_APPARENT_SIZE) #declare TF_SUN_APPARENT_SIZE = 1.0; #end // TF_SUN_LIGHT_COLOR // in the dialog box : no // type : color vector // color and brightness of the light that simulate the sun lightning // used in regular model only #ifndef (TF_SUN_LIGHT_COLOR) #declare TF_SUN_LIGHT_COLOR = <0.8, 0.8, 0.8>; #end // TF_MOON_IMAGE // in the dialog box : no // type : PNG graphic file (becareful, PNG not always work) // Selection of the image mapped to the moon // You can download nice free maps here, you need to convert them in PNG. // http://www.evildrganymede.demon.co.uk/render/render_f.htm // http://maps.jpl.nasa.gov/ // http://www.radcyberzine.com/xglobe/ (earth maps)) // used in regular model only #ifndef (TF_MOON_IMAGE) #declare TF_MOON_IMAGE = "moon_moon.png" #end // TF_MOON_TIME_OFFSET // in the dialog box : no // type : slide[0, 24] // (in hours) offset between moon and sun // 0 or 24 they are at the same location, 12 at the opposite // used in regular model only #ifndef (TF_MOON_TIME_OFFSET) #declare TF_MOON_TIME_OFFSET = 12; #end // TF_MOON_LIGHT_COLOR // in the dialog box : no // type : color vector // color and brightness of the light that simulate the moon lightning // used in regular model only #ifndef (TF_MOON_LIGHT_COLOR) #declare TF_MOON_LIGHT_COLOR = <0.3, 0.3, 0.3>; #end // TF_MOON_APPARENT_SIZE // in the dialog box : no // type : slide[0.5 , 2.0] // apparent size of the moon from earth, don't increase this too much // used in regular model only #ifndef (TF_MOON_APPARENT_SIZE) #declare TF_MOON_APPARENT_SIZE = 1.0; #end // TF_MOON_[YZ]_ROT // in the dialog box : no // type : slide[-180 , 180] // Y (in degrees) rotate the moon along is natural axis (longitude) // Z (in degrees) rotate the moon if you want see poles (latitude) // See also earth_regular_sky.inc at moon section for useful hints // used in regular model only #ifndef (TF_MOON_Y_ROT) #declare TF_MOON_Y_ROT = 0; #end #ifndef (TF_MOON_Z_ROT) #declare TF_MOON_Z_ROT = 0; #end // TF_SKY_IMAGE // in the dialog box : no // type : TGA graphic file // Selection of the image mapped as background // Default format is 16/9. See mapped_sky.inc to change this. // used in mapped_sky model only #ifndef (TF_SKY_IMAGE) #declare TF_SKY_IMAGE = "sky_test_320x180.tga" #end // TF_SKY_IMAGE_SCALE // in the dialog box : no // type : slide[0.1 , 10.0] // Scale of image mapped to the sky, use this if the image don't really fill the background // used in mapped_sky model only #ifndef (TF_SKY_IMAGE_SCALE) #declare TF_SKY_IMAGE_SCALE = 1.0; #end // TF_SKY_IMAGE_ELEVATION_OFFSET // in the dialog box : no // type : slide[-0.5, 0.0] // Adjustment of the elevation offset of the image mapped to the sky // used in mapped_sky model only #ifndef (TF_SKY_IMAGE_ELEVATION_OFFSET) #declare TF_SKY_IMAGE_ELEVATION_OFFSET = -0.2; #end /////// Water ///////////////////////////////////////////////////////////////// // in the dialog box : SKY TYPE // type : include file // Not a parameter, you choose here wich file is used for the water theme // Only one available now // TF_HAVE_WATER // in the dialog box : FILLED SEA // type : boolean // Self explanatory. #ifndef (TF_HAVE_WATER) #declare TF_HAVE_WATER = true; #end // TF_WATER_LEVEL // in the dialog box : SEA LEVEL // type : slide[0, 1] // The smaller the number, the more land that is above water. #ifndef (TF_WATER_LEVEL) #declare TF_WATER_LEVEL = 0.33; #end // TF_WATER_CLARITY // in the dialog box : WATER CLARITY // type : slide[0, 1] // It has no effect if water is disabled. O: it's opaque #ifndef (TF_WATER_CLARITY) #declare TF_WATER_CLARITY = 0.95; #end // TF_WATER_COLOR // in the dialog box : no // type : color vector // Control the colour of the water #ifndef (TF_WATER_COLOR) #declare TF_WATER_COLOR = <0.61, 0.73, 0.80>; #end // TF_WATER_BOTTOMCOLOR // in the dialog box : no // type : color vector // Not a parameter, you should use this at level 0 in the declaration of the // final texture_map of TF_LANDSCAPE_TEXTURE #ifndef (TF_WATER_BOTTOMCOLOR) #declare TF_WATER_BOTTOMCOLOR = <0, 0, 0>; #end // TF_WATER_REFLECTION // in the dialog box : no // type : slide[0 , 1] // Control the reflection of the water. 1 : like a mirror #ifndef (TF_WATER_REFLECTION) #declare TF_WATER_REFLECTION = 0.50; #end // TF_WATER_FREQUENCY // in the dialog box : no // type : slide[0 , 5000] // Control the frequency of the waves #ifndef (TF_WATER_FREQUENCY) #declare TF_WATER_FREQUENCY = 1300; #end // TF_WATER_HEIGT // in the dialog box : no // type : slide[0, 10] // Control height of the waves. 0 : flat like ice #ifndef (TF_WATER_HEIGT) #declare TF_WATER_HEIGHT = 1; #end // TF_WATER_SMOOTHWAVE // in the dialog box : no // type : boolean // Add an additionnal smooth wave #ifndef (TF_WATER_SMOOTHWAVE) #declare TF_WATER_SMOOTHWAVE = false; #end /////// Pov-Ray ///////////////////////////////////////////////////////////////// // in the dialog box : TERRAIN THEME // type : include file // Not a parameter, you choose here wich file is used for the terrain theme // desert, mountain, green,... // in the dialog box : RAINBOW // obsolete // TF_TIME_OF_DAY // in the dialog box : TIME OF DAY // type : slide[0, 24] // Time of day is expressed as the number of hours, the moon location depend on // TF_MOON_TIME_OFFSET parameter // e.x. 0.0 = (12:00am) Midnight // 6.25 = ( 6:15am) Around sunrise // 12.0 = (12:00pm) Noon // used in regular sky model only #ifndef (TF_TIME_OF_DAY) #declare TF_TIME_OF_DAY = 12.0; #end // TF_NORTH_DIR // in the dialog box : NORTH DIRECTION // type : slide[0, 360] // Set the direction for North. // Moon and Sun goes from east to west as in the real world, so it's important // to know were the North is. // North = 0 or 180 , look along the X axis to see celest objects // North = 90 or 270, look along the Z axis to see celest objects #ifndef (TF_NORTH_DIR) #declare TF_NORTH_DIR = 0.0; #end ///////////////////////////////////////////////////////////////////////////// /////// End of User Definable Parameters //////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// // Well not really the end, you can find many other local parameters in the POV // files...