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// Persistence of Vision Ray Tracer Scene Description File
// File: .pov
// Vers: 3.5
// Desc: sphere_sweep_02a.pov
// Date: 21 de diciembre de 2004
// Auth: Mario Antonio Herrero Machado
// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
#include "functions.inc" // internal functions usable in user defined functions
#include "makesnow.inc" // tomada de www.oyonale.com/ressources/english/sources12.htm
// place all settings of globally influenced features here
/*global_settings {
#declare AmbientLight = <1,1,1>;
*/
//===================== RADIANCE AND ENVIRONMENT SETTINGS =====================
#declare Rad_Quality = 1;

global_settings {
assumed_gamma 1

#switch (Rad_Quality)
#case (1)
radiosity { // --- Settings 1 (fast) ---
pretrace_start 0.08
pretrace_end 0.02
count 50
error_bound 0.5
recursion_limit 1
}
#break
#case (2)
radiosity { // --- Settings 2 (medium quality) ---
pretrace_start 0.08
pretrace_end 0.01
count 120
error_bound 0.25
recursion_limit 1
}
#break
#case (3)
radiosity { // --- Settings 3 (high quality) ---
pretrace_start 0.08
pretrace_end 0.005
count 800
error_bound 0.1
recursion_limit 3
}
#break
#case (4)
radiosity { // --- Settings 4 (medium quality, recursion_limit 2) ---
pretrace_start 0.08
pretrace_end 0.005
count 350
error_bound 0.15
recursion_limit 2
}
#break
#end

}

fog {
fog_type 2
fog_alt 1.3
fog_offset 0
color rgb <0.7, 0.8, 0.9>
distance 800
}

//light_source {<1000, 10000, -15000> color rgb <1.0, 0.9, 0.78>*2.3}

sphere { // --- Sky ---
<0, 0, 0>, 1
texture {
pigment {
gradient y
color_map {
[0.0 color rgb < 1.0, 1.0, 1.0 >*0.5]
[0.3 color rgb < 0.5, 0.6, 1.0 >*0.5]
}
}
finish { diffuse 0 ambient 1 }
}
scale 10000
hollow on
no_shadow
}

//===================== THE SCENERY ITSELF ====================================




// perspective (default) camera
camera {
location <-4.0, 0.025, -5.0>
look_at <0.0, 1.0, 0.0>
right x*image_width/image_height
}
// create a regular point light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1> // light's color
translate <-20, 40, -20>
}

// An infinite planar surface
// plane {<A, B, C>, D } where: A*x + B*y + C*z = D
plane {
y, // <X Y Z> unit surface normal, vector points "away from surface"
-0.0 // distance from the origin in the direction of the surface normal
hollow on // has an inside pigment?
pigment{rgb<1.0,1.0,1.0>}
}

#declare Count2=-10;
#declare entramado= merge{
#while (Count2<11)
sphere_sweep {
linear_spline,
21,
#declare Count1=-10;
#while (Count1<11)
<Count1*0.25,1.55-(((Count1*Count1)*(Count2*Count2))*0.00015), Count2*0.25>, 0.05
#declare Count1=Count1+1;
#end
pigment{color rgb<1,0.5,0>}
}
sphere_sweep {
linear_spline,
21,
#declare Count1=-10;
#while (Count1<11)
<Count2*0.25,1.55-(((Count1*Count1)*(Count2*Count2))*0.00015), Count1*0.25>, 0.05
#declare Count1=Count1+1;
#end
pigment{color rgb<1,0.5,0>}
}
#declare Count2=Count2+1;
#end
}
object{entramado}
//---------------------------------------
// Snow on twigs
//---------------------------------------
#declare Particles=9000; // number of snow particles
#declare Size=0.04; // size of the largest snow particle
#declare Thickness=1; // thickness of the particles
#declare MinHeight=0; // snow starts falling from this height ( 1 = max height of the object)
#declare MaxHeight=1.5; // snow stops falling from this height ( 1 = max height of the object)
#declare Direction=-y*0.1; // Direction of gravity, wind etc.(-y = vertical, no wind)

union{
object{MakeSnow(entramado,Particles,Size,Thickness,MinHeight,MaxHeight,Direction)}

//translate <570,20,-780>
}