// pass in a random seed (integer) to this file with +K
-//
-// Here's some that came out nice:
-// povray -Irocks.pov +D +P +H52 +W52 +K1
-// povray -Irocks.pov +D +P +H52 +W52 +K2
-// povray -Irocks.pov +D +P +H52 +W52 +K4
-// povray -Irocks.pov +D +P +H52 +W52 +K16
-// povray -Irocks.pov +D +P +H52 +W52 +K18
-// povray -Irocks.pov +D +P +H52 +W52 +K49
-// povray -Irocks.pov +D +P +H52 +W52 +K56
-// povray -Irocks.pov +D +P +H52 +W52 +K57
-// povray -Irocks.pov +D +P +H52 +W52 +K58
-// povray -Irocks.pov +D +P +H52 +W52 +K59
-// povray -Irocks.pov +D +P +H52 +W52 +K61
-
#include "colors.inc"
#macro rnd() (rand(RS)) #end
+// rock size. The larger this number, the closer the camera, and the smaller the bumps.
+#declare rsize = 1 + rnd();
+
camera
{
up <0, 1, 0>
right <1, 0, 0>
- location <0, 0, -2>
+ location <0, 0, -4 / rsize>
angle 30
look_at <0, 0, 0>
angle 55
-// aperture .12
-// blur_samples 10000
-// focal_point <.6387,.7,-.3193>
-// confidence .99
}
// same light sorce as ship.pov
blob{
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
- sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
+ sphere { <0.5 - rnd(), 0.5 - rnd(), 0.5 - rnd()>, .1 + rnd(), 1 }
threshold 2
texture{
pigment{ color rgb <53 / 55, 44 / 55, 36 / 55>}
}
- normal{bumps 1 scale .08}
+ normal { bumps 1 scale (0.16 / rsize) }
- finish {//phong .2
- ambient .1}
+ finish { ambient .1}
}