//POV-RAy source for a simple waterfall //by Kurt Bangert //http://www.travelnotes.de/rays/ //use Antialiasing #include "colors.inc" #include "textures.inc" //light_source and camera light_source { <30, 50, -20> color rgb<1.2,1.2,1.2> } camera {location <0,28,-60> look_at <0,25,0>} sphere {<0,0,0>1000 hollow pigment {CornflowerBlue} finish {Luminous}} //a simple background for the waterfall object {box {<-50,-1,-50><50,0,50> pigment {Gray40}}} difference{ object {box {<-50,0,0><50,50,1> pigment {Gray40}}} object {box {<-3,0,-10><3,6,10> rotate z*45 translate <1.7,48,0> pigment {Gray40}}} } //a single media statement for the waterfall #declare falling_water = media { emission 2.5 // the emission value is critical, especially // if you change the size, you have to adapt this value density { cylindrical turbulence <1,1,1> octaves 10 omega .9 lambda 1.5 color_map { [0.0 color rgb <0,0,0>] [0.4 color rgb <0,0,0>] [0.5 color rgb <.6,1,1>] [0.6 color rgb <0,0,0>] [0.9 color rgb <0,0,0>] [0.9 color rgb <1,1,1>] [1.0 color rgb <1,1,1>] } //end color map } //end density scale <.2,3,1> } //end media //the waterfall is a transparent sphere scaled to a long ellipsoid //and filled with the media "falling_water" object{sphere { <0,0,0> 1 scale <1,10,1> pigment {color rgbt<1, 1, 1, .99>} interior {media {falling_water}} hollow} scale 4.8 }