File:Some kind of ufo 4 r 1.png

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Original file(1,024 × 768 pixels, file size: 744 KB, MIME type: image/png)

Captions

Captions

Ufo landed and door open.

Summary[edit]

Description
English: Ufo landed and door open. Rendering of artist.
Date
Source Own work
Author Merikanto

POV-Ray source code

This rendering uses "xtree" object

// // landed ufo has open door // POV-Ray 3.7 source code // // 17.7.2023 v 0000.0003 //

  1. include "colors.inc"
  2. include "glass.inc"
  3. include "golds.inc"
  4. include "metals.inc"
  5. include "stones.inc"
  6. include "woods.inc"
  7. include "skies.inc"
  8. include "shapes.inc"
  9. include "functions.inc"
  10. include "rand.inc"


camera {

  location <4.5,2.1,-10>  

//location <0,100,0>

look_at   <0,2,0>    
 angle 22    

}


global_settings { ambient_light <1,1,1>*0 }


light_source {

 <100,200,100>*1000*1000*1000    
 color White*1        

}


light_source {

 <0,10,-100>*1000*1000*1000    
 color White*1        

}


 // lights in ufo
 light_source {
 <-0.4,-0.2+1,0>    
 color (1*Blue)/4        

}

light_source {
 <0.5,-0.1+1,0>    
 color (1*Green)/4        

}

light_source {
 <0.25,-0.3+1,0.2>    
 color (1*Red)/4        

}


//Set a background color background {

color <1,1,1.2>*0.9

}

  1. declare sky1=sky_sphere {
S_Cloud2
rotate x*30

//pigment {P_Cloud1}

}

  1. declare ufop1=union{

/* cone { <0, 0, 0>, 2, <0, -1.5, 0>, 0.6 }

cone { <0, 0, 0>, 2, <0, 1/4, 0>, 1 }  
 cone { <0, 1/4, 0>, 1, <0, 1, 0>, 0.6 } 
  • /

object { Round_Cone(<0, 0.03, 0>, 2, <0, -1.5, 0>, 0.6, 0.01, 1) }

object {Round_Cone(<0, -0.03, 0>, 2, <0, 1/4, 0>, 1,   0.01, 1)  }
object { Round_Cone( <0, 1/4-0.03, 0>, 1, <0, 1, 0>, 0.6 ,  0.02, 1) }

}


  1. declare ufo1= object {

union {

difference {

object { ufop1 } object {ufop1 scale 0.95 }

object { //sphere { 0,0.5 } box {-1,1} rotate x*45 scale y*2

scale 0.3

translate z*-1
translate y*-0.75

}

}

object {

//cylinder {<0,-0.05,0>,<0,0.05,0,>,0.95 }

cone { <0, -0.05, 0>, 1.02, <0, 0.05, 0>, 0.98 }
 scale 0.965

texture { pigment { checker P_Silver3 0 scale 1/40 warp {spherical} }

}

translate y*0.3

}




}

 texture { 

pigment { P_Silver3 // P_Chrome1

// Orange+NeonPink+Silver

//color rgb <1,0,0> }

//pigment {color rgb Maroon}

finish { //F_MetalD

//F_Glass01

  reflection { .01, .95 fresnel } conserve_energy
     phong 30 phong_size 20 metallic 1
    specular 50 roughness .0004   //layer a sharp highlight on top.

//ambient (Orange+NeonPink+Silver)*100 }


normal { ripples sine_wave bump_size 0.05 scale 1/1000 }

}
 
 interior {
   ior 1.5
   fade_colour <1,.25,.0>
   fade_distance 0.1
   fade_power 2
  }


   scale y/2 
 

}


  1. declare glowdensity1=density{
 spherical   
 poly_wave 6
 scale 10

warp {

 turbulence .3
    }

scale 0.1

lambda 3

/*

 density_map {
   [.00 rgbt <0,0,0,1>]
   [1/2 rgbt <1,0,0,0.95>]
   [4/4 rgbt <1,0.0,0.0,0.8>]
 }
  • /

}

  1. declare glow1=object {sphere { 0,2 hollow no_shadow
 texture { pigment { rgbt 1 } }
 interior {
   media { 

samples 50,100 //emission 1*(Red+Orange)/2 absorption 1

     density { glowdensity1 }
    scattering {3,3 }
   }

/*

media {
 emission 1*Red absorption 1  
  density {
  wrinkles

}

}

 */
 }

scale 5 }

}


  1. declare ground1=plane {y,-1

pigment {


wrinkles //agate

scale -10

color_map { [ 0 color (Brown+Green)/2 ] // [ 1 color (Yellow+Green)/2 ]

[ 1 color (Blue)/2 ]

}

}

normal {

granite }

}


  1. declare isoground1=

isosurface { function { y - f_granite(x, 0, z)

}

accuracy 0.00001

  max_gradient 40
   contained_by { box { -2, 2 } }
scale <100,2.9,100>

}

  1. declare forest1=box {

-1,1

translate z*1000 scale <1000,100,1>

pigment {

//granite // agate // marble

function {

f_marble(x,y,z)+f_granite(x*10,y*10,z*10)*0.2 // f_agate(x,y,z)

}

//once

rotate x*20 turbulence 0.1 rotate z*90 translate y*-0

// wrinkles

 scale 200
            

scale y*1.4

color_map {

[ 0 color rgbt <0,1,0>/5 ] [ 0.6 color rgbt <0,1,0>/5 ] [ 0.6 color rgbt 1 ] [ 1 color rgbt 1 ]

} }

}

  1. declare ground2=object {

isoground1 translate y*-1 translate z*-20

texture {

// agate

wrinkles

scale 3

texture_map { [0 pigment { granite scale 0.1 } normal {agate scale 0.1} ]

[1 pigment { granite scale 0.1 color_map { [0 color Green/2][0.3 color (Green+Yellow)/2]  [0.6 color (Green+Tan)/2]  [0.6 color Tan/2]   } } normal {granite scale 0.1}  ]

}

}

}



   #include "xtree.inc"
  1. for(n, 0, 120)
  1. declare x1=rand(1)*30-50;
  2. declare z1=rand(1)*40+50;
  3. declare skal1=rand(1)*0.5+0.5;
  4. declare rota2=rand(2)*180;

object {

object{xtree scale 0.15}

 scale skal1 
rotate y*rota2 
rotate z*(rand(1)*4)
translate x*x1
translate z*z1

}

  1. end



sky_sphere {sky1}

object {ground1}

//object {forest1 }

object {ground2 translate y*1}

object {ufo1 translate y*1.3 rotate y*0 rotate x*10 rotate z*0}


object {glow1 translate y*-0.5}   

Licensing[edit]

I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International license.
You are free:
  • to share – to copy, distribute and transmit the work
  • to remix – to adapt the work
Under the following conditions:
  • attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.

File history

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Date/TimeThumbnailDimensionsUserComment
current10:44, 17 July 2023Thumbnail for version as of 10:44, 17 July 20231,024 × 768 (744 KB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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