//povray +I4210-water.pov +O4210-water +L/home/lilovip/Lego/lgeo +HI/home/lilovip/Lego/rad_def.inc +HImain_4210-water.inc +A0.3 +W4800 +H2700 #version 3.7; #include "functions.inc" #include "rad_def.inc" //https://www.dropbox.com/sh/x60fa440acq7dpr/vDN5qL7Jyv global_settings { assumed_gamma 2.2 radiosity { Rad_Settings(Radiosity_Final, off, off) } } #declare LDXCenterX = -162.5; #declare LDXCenterY = -506.5; #declare LDXCenterZ = 112; #declare LDXCenter = ; light_source { <2000, -10939, -2000> + LDXCenter color rgb <2,2,2> parallel } sky_sphere{ pigment{ gradient <0,1,0> color_map{ [0.0 color rgb<1,1,1> ] [0.8 color rgb<0.1,0.5, 1.1>] [1.0 color rgb<0.1,0.5, 1.1>]} } } object { plane{<0,1,0>, -98 texture{pigment{rgb <.2, .2, .2>} normal{ bozo 1.75 scale <1.0, 1, 0.3>*60 rotate<0,10,0> turbulence 0.9 translate<0,0,-2> } normal { function { f_ridged_mf(x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2) } 2 scale 3 } finish { ambient 0.3 diffuse 0.8 brilliance 6.0 phong 0.8 phong_size 120 reflection 0.5 } }// end of texture interior { ior 1.3 } }// end of plane } camera { #declare ASPECT = 16/9; location < 1070.318848,-891.154236,-285.585297 > sky < -0.29759167030074379356,-0.94919483312226804461,0.10231503575527549355 > right ASPECT * < -1,0,0 > look_at < -205.85445287708512296376,-443.75348383956611542089,153.17607754726316215965 > angle 70 } #declare LDXSkipLight1 = 1; #declare LDXSkipLight2 = 1; #declare LDXSkipLight3 = 1; #declare LDXSkipCamera = 1; /* LDView export settings: #declare LDXQual = 3; // Quality (0 = Bounding Box; 1 = No Refraction; 2 = Normal; 3 = Stud Logos) #declare LDXSW = 0.25; // Seam Width (0 for no seams) #declare LDXStuds = 1; // Show studs? (1 = YES; 0 = NO) #declare LDXRefls = 1; // Reflections? (1 = YES; 0 = NO) #declare LDXShads = 1; // Shadows? (1 = YES; 0 = NO) #declare LDXFloor = 0; // Include Floor? (1 = YES; 0 = NO) #declare LDXFloorLoc = LDXMaxY; // Floor location. (Dependent on floor axis; MAX_Y is bottom of model) #declare LDXFloorAxis = y; // Floor axis (x, y, or z) #declare LDXFloorR = 0.8; // Floor Red #declare LDXFloorG = 0.8; // Floor Green #declare LDXFloorB = 0.8; // Floor Blue #declare LDXFloorAmb = 0.4; // Floor Ambient #declare LDXFloorDif = 0.4; // Floor Diffuse #declare LDXAmb = 0.6; #declare LDXDif = 0.6; #declare LDXRefl = 0.08; #declare LDXPhong = 0.5; #declare LDXPhongS = 40; #declare LDXTRefl = 0.2; #declare LDXTFilt = 0.85; #declare LDXIoR = 1.25; #declare LDXRubberRefl = 0; #declare LDXRubberPhong = 0.1; #declare LDXRubberPhongS = 10; #declare LDXChromeRefl = 0.85; #declare LDXChromeBril = 5; #declare LDXChromeSpec = 0.8; #declare LDXChromeRough = 0.01; #declare LDXIPov = 1; // Use inline POV code from LDraw file? (1 = YES; 0 = NO) #declare LDXBgR = 1; // Background Red #declare LDXBgG = 1; // Background Green #declare LDXBgB = 1; // Background Blue #declare LDXOrigVer = version; // DO NOT MODIFY */