11// Open Water scene duration shall be 20 sec!
2- #include "colors.inc"
3- #include "skies.inc"
4- #include "textures.inc"
5- #include "glass.inc"
6- #include "Ente.inc"
7- //#include "fastsky.inc"
8- #include "helferleinSitting.inc"
9- #include "kugel.inc"
102//================POVRAY GLOBALS======================
113#include "ScenesGlobals.inc"
12- #declare Photons = on ;
4+ //================PHOTONS CONTROL====================
5+ #declare DuckZStart = - 10 ;
6+ #declare DuckZ = DuckZStart + clock * 60 ; // ca. 200 frames
7+ #declare Photons = off ;
8+ #if ( DuckZ > - 10 )
9+ #if ( DuckZ < 5 )
10+ #declare Photons = on ;
11+ #end
12+ #end
1313global_settings {
14- max_trace_level 10
15- photons {
16- spacing 0.005
17- // jitter 0.5
18- }
14+ max_trace_level 10
15+ #if ( Photons )
16+ photons {
17+ spacing 0.005
18+ // jitter 0.5
19+ }
20+ #end
1921}
2022#macro PhotonBlock ()
2123 #if ( Photons )
@@ -31,25 +33,34 @@ global_settings {
3133// Camera and caustics angle
3234#declare CamAngle = 0 ; // 0 is looking to +z axis
3335// Entenposition
34- #declare DuckZStart = - 10 ;
3536#declare DuckX = 0 ;
3637#declare DuckY = 0 ;
37- #declare DuckZ = DuckZStart + clock * 60 ; // ca. 200 frames
3838#declare DuckRot = < 0 ,- 90 , 0 >; //180*clock;
3939// Light: Sync light with moon/sun
4040#declare LightPos = < 0 , 40 , 1000 >; //<500,500, -1000>;
4141// Ducky movement
42- #declare KopfAngMax = 25 ;
43- #declare KopfRollMax = 15 ;
42+ #declare KopfAngMax = 25 ;
43+ #declare KopfRollMax = 15 ;
4444#declare KopfPitch = 0 * KopfAngMax ;
4545#declare KopfRoll = KopfRollMax * sin ( pi * 20 * clock );
4646#declare KopfYaw = KopfAngMax * sin ( pi * 20 * clock );
47- #declare BuerzelPitch = KopfAngMax * abs ( sin ( pi * 40 * clock ));
47+ #declare BuerzelPitch = KopfAngMax * abs ( sin ( pi * 40 * clock ));
4848#declare WingAngMax = 110 ;
49- #declare WingRAngle = WingAngMax * abs ( sin ( pi * 40 * clock ));
49+ #declare WingRAngle = WingAngMax * abs ( sin ( pi * 40 * clock ));
5050#declare WingLAngle = WingRAngle ;
51+ #declare CamKugelRotFreq = 360 * 20 * clock ; // Optimal for 20 sec per scene
5152// Water
5253#declare WaterPhase = - 10 * pi * clock ; // Optimized for 20 sec per scene
54+ //=================INCLUDE FILES=======================
55+ #include "colors.inc"
56+ #include "skies.inc"
57+ #include "textures.inc"
58+ #include "glass.inc"
59+ #include "Ente.inc"
60+ //#include "fastsky.inc"
61+ #include "helferleinSitting.inc"
62+ #include "kugel.inc"
63+ //=================SEA WATER==========================
5364#declare WaterTexture =
5465texture { Green_Glass
5566 normal {
@@ -102,12 +113,8 @@ light_source{ // Only used for caustics from behind
102113// <0,100,-500> White *0.1
103114 < CamX , CamY , CamZ > White * 0.1
104115 #if ( Photons )
105- #if ( DuckZ > 0 )
106- #if ( DuckZ < 5 )
107116 photons { refraction off reflection on }
108117 #end
109- #end
110- #end
111118 rotate y * CamAngle
112119}
113120//==================HORIZONT========================
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