#include "colors.inc" #include "finish.inc" #include "stones.inc" #version 3.1; /* * A wall constructed of rough stone blocks. Intended for use as a texture * map for dungeon scenes. * * Last modified 11/21/99 by Denton Gentry. * * (This is an input file for POV-Ray, a free raytracer available * at http://www.povray.org/) */ global_settings { assumed_gamma 1.8 ambient_light rgb<1, 1, 1> } #declare Mortar = texture { pigment { Gray80 } } // Texture by Chuck Fusner, http://www.enter.net/~cfusner #declare RoughStone = texture { //rough stone texture... pigment { //nice and random on the pigment. granite color_map { [ 0 rgb .5 ] [ .25 rgb .65 ] [ .5 rgb .5 ] [ .75 rgb .7 ] [ 1 rgb .5 ] } frequency 100 } normal { /*love that crackle! It's apparently quite computation intensive, but with just the right turbulence, it's got a range of apps.*/ crackle 1 warp { turbulence <.4,.4,.4> /*no more than <.5,.5,.5> for a rough stone effect. And less will look more "crystaline"*/ lambda 2 //these you can tinker with octaves 6 //for a variety of effects omega .5 //though here they are at defaults. } } finish { specular .1 roughness 1 diffuse .55 } } union { // rows of rough cut stone #declare row = 0; #while ( row < 30 ) #declare col = 0.5; #while ( col < 45 ) box { <(-20 + col), row, -1>, <(-20 + col + 3.9), row + 1.9, 1> texture { RoughStone translate } } #declare col=col+4; #end #declare row=row+2; #declare col = 2.5; #while ( col < 45 ) box { <(-20 + col), row, -1>, <(-20 + col + 3.9), row + 1.9, 1> texture { RoughStone translate } } #declare col=col+4; #end #declare row=row+2; #end // mortar box { <-20, 0, -0.9>, <30, 40, 0.9> texture { Mortar } } } // illuminate the scene light_source { <0,4.5,-20> color Gray40 } light_source { <-20, 30, -20> color Gray70 } light_source { <20, 30, -20> color Gray70 } camera { location <2, 15, -28> look_at <2, 15, 0> }