Thanks to Markus Neteler for initial insight on how to build an appropriate POVRAY script file.
# C/O Markus Neteler
# modified by Dylan Beaudette for UTM projections
# 8/22/2005
#GRASS procedures:
# Note that elevation and overlay must be the same size (dx, dy)
# set the region:
g.region res=4
# dem export cubic-resample from 10m to 4m resolution:
r.resamp.interp method=cubic in=elev_meters out=elev.4m
# reset resolution to match resampled DEM
# this might be required if your DEM does not extend beyond the extent of the resampling step
# r.resamp.interp will automatically extend the region when performing resampling, if the raster is large enough
# g.region rast=elev.4m
r.out.pov map=elev.4m tga=elev.4m.tga
# overlay export
r.out.png in=ikonos.rgb out=ikonos.4m.png
# Render with POVRAY:
povray +Ipinn.pov +Opinn.png +D +P +W800 +H800 +A
# include "shapes.inc"
# include "colors.inc"
# include "textures.inc"
# include "skies.inc"
# declare Sun = color rgb <0.8, 0.8, 0.8>;
# declare Scale = 1;
light_source { < 667167, 70000, 4040564 > color White }
fog {
fog_type 2
fog_offset 50
fog_alt 65
color rgb <0.80, 0.88, 0.82>
distance 80
up y }
camera {
//looking at Mt. Defiance from Bear Valley
location <667101.25310945, 600, 4042753.78420398 > //easting, elev, northing
look_at < 664250.03420398, 618, 4037343.47947761 > //easting, elev, northing
//looking at McCabe Canyon
//location < 667259.00497512, 2000, 4036823.48258706 > //easting, elev, northing
//look_at < 665225.75870647, 300, 4041018.51368159> //easting, elev, northing
angle 60 // vertical camera aperture
}
height_field {
tga "elev.4m.tga"
smooth
texture {
pigment {
image_map { // image is always projected from -z, with front facing +z, top to +Y
png "ikonos.4m.png" //our overlay image
// png "tci.4m.png"
once
}
rotate x*90 // align map to height_field
}
}
finish {
ambient 0.2 // Very dark shadows
diffuse 0.8 // Whiten the whites
phong 0.2 // shiny
phong_size 100.0 // with tight highlights
specular 0.5
roughness 0.05
}
scale < 9270, 65535, 9395 > // dx,dz,dy of extent in meters
translate < 660575, 0, 4036730> // west_corner, 0, south_corner
}
sky_sphere{
pigment {planar colour_map{[0,rgb <0.9,0.9,1>][1, rgb <0.1,0.2,1>]}}
pigment{P_Cloud4}
scale 2 //avoid repetion
translate 300 //dx, dz, dy
}