Ezekiel's Wheel first CD - Cover Art

Thought since so many people are looking at this from the POV-RAY site that maybe you'd like to see the CD.POV which was used to create this...(follows image)

Didn't include all the stuff, but the neatest stuff here (I think) are the clouds and the stars. I included all the cloud code in CD.POV, the star code is in starfld.inc (at the end). I did NOT include the starfld.gif created from a plasma image converted to a starfield from FRACTINT.

-===============  CD.POV  ================-
#max_trace_level 10

#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
#include "stones.inc"
#include "landscap.inc"
#include "eyes.inc"

#include "starfld.inc"

#declare spoke =
    cylinder { <0,0,0> <12,0,0> 1 }

#declare hub =
    cylinder { <0,0,-2> <0,0,2> 4 }

#declare spokes =
    union
         {
         object { spoke rotate<0,0,30*0> }
         object { spoke rotate<0,0,30*1> }
         object { spoke rotate<0,0,30*2> }
         object { spoke rotate<0,0,30*3> }
         object { spoke rotate<0,0,30*4> }
         object { spoke rotate<0,0,30*5> }
         object { spoke rotate<0,0,30*6> }
         object { spoke rotate<0,0,30*7> }
         object { spoke rotate<0,0,30*8> }
         object { spoke rotate<0,0,30*9> }
         object { spoke rotate<0,0,30*10> }
         object { spoke rotate<0,0,30*11> }
         object { spoke rotate<0,0,30*12> }
         object { spoke rotate<0,0,30*13> }
         object { spoke rotate<0,0,30*14> }
         object { spoke rotate<0,0,30*15> }
         object { spoke rotate<0,0,30*16> }
         object { spoke rotate<0,0,30*17> }
         object { spoke rotate<0,0,30*18> }
         object { spoke rotate<0,0,30*19> }
         object { spoke rotate<0,0,30*20> }
         object { spoke rotate<0,0,30*21> }
         object { spoke rotate<0,0,30*22> }
         object { spoke rotate<0,0,30*23> }
         }

#declare rim =
    difference
        {
        cylinder { <0,0,-1> <0,0,1> 15 }
        cylinder { <0,0,-1.1> <0,0,1.1> 12 }
        }

#declare outer_rim =
    difference
        {
        cylinder { <0,0,-1> <0,0,1> 15.3 }
        cylinder { <0,0,-1.1> <0,0,1.1> 15 }
        }

#declare eye_rim =
    difference
        {
        cylinder { <0,0,-1> <0,0,1> 15.31 }
        cylinder { <0,0,-1.1> <0,0,1.1> 15.3 }
        }

#declare a_wheel =
    union
        {
        object {spokes}
        object {hub}
        object {rim}
        object {outer_rim texture {Polished_Brass} finish {ambient 0.7}}
        object {
               eye_rim translate <0,0,-8.5> rotate <90,0,0>
                  pigment { image_map
                                {
                                tga "eyes.tga"
                                map_type 2
                                }
                          scale <1,50,1>
                          translate <0,0,0>
                          rotate <0,0,0>
                         }
                 finish {
                     metallic
                     ambient 0.5
                     diffuse 0.8
                     brilliance 6.0
                     reflection 0.2
                     phong 0.8
                     phong_size 120
                     }
                  rotate <-90,0,0>
                  translate <0,0,8.5>
               }
        texture { Grnt25 scale 3 }
        finish {ambient 0.5}
        bounded_by {cylinder {<0,0,-1.1> <0,0,1.1> 15.31}}
        }

object { a_wheel scale .18  rotate <0,-20,35> translate <-64.01,1,9>}
object { a_wheel scale .18 rotate <90,-20,35> translate <-64,1,9>}

object
    {
    height_field { gif "mandcross.gif" }
    rotate <90,0,0>
    texture{ Landscape scale 1.1 turbulence 0.01} /* before scale<> so texture gets scaled same size */
    scale <400,400,5>
    translate <-200,200,0>
    finish{ambient 0.5}
    }

object
    {
    height_field {gif "cdwords3.gif" water_level 0.001}
    rotate<0,0,90>
    scale <500,55,30>
    translate<-40,-30,9>
    texture { Stone14 scale 2 }
    finish{ambient 0.95}
    no_shadow
    bounded_by {box{<-40,-30,9><-45,30,39>}}
    clipped_by {bounded_by}
    }

/* Cloud layers  */

object
   {
   box { <-100000,-100000,2.25>, <100000,100000,2.5> }
   texture{ Mist scale <100,100,75> turbulence 1 }
   finish{ambient 0.4}
   no_shadow
   }

object
   {
   box { <-100000,-100000,2.75>, <100000,100000,3> }
   texture{ Mist scale <100,100,75> turbulence 1 }
   finish{ambient 0.45}
   no_shadow
   }
object
   {
   box { <-100000,-100000,3.25>, <100000,100000,3.5> }
   texture{ Mist scale <100,100,75> turbulence 1 }
   finish{ambient 0.5}
   no_shadow
   }

object
   {
   box { <-100000,-100000,3.75>, <100000,100000,4> }
   texture{ Mist scale <100,100,75> turbulence 1 }
   finish{ambient 0.55}
   }

camera
    {
    location <-75,1,12>
    direction <0,0,0.6>
    right     <1,0,0> /* square image NxN  - default is x=1.333*/
    sky <0,0,1>
    look_at <-60,0,12>
    }

light_source { <-150,70,200> color White }
light_source { <-50,7,200> color Gray75 }

-===============  end CD.POV  ================-
-=============== LANDSCAP.INC ================-

#declare Landscape =
 pigment
  {gradient z
   color_map
    {[0.00, 0.01  color rgb<0.2, 0.4, 0.7>
                  color rgb<0.2, 0.4, 0.7>]
     [0.01, 0.2   color ForestGreen
                  color MediumForestGreen]
     [0.2,  0.6   color MediumForestGreen
                  color Tan ]
     [0.6,  0.8   color Tan
                  color White ]
     [0.8,  1.0   color White
                  color White ]
    }
  }

//
#declare Mist =
 pigment{
   granite
   turbulence 0.3
   color_map {
      [ 0, .4  color rgbf<1.0, 1.0, 1.0, 1.0> color rgbf<1.0, 1.0, 1.0, 1.0> ]
      [.4,  1  color rgbf<1.0, 1.0, 1.0, 1.0> color rgbf<1.0, 1.0, 1.0, 0.2> ]
   }
}

-=============== end LANDSCAP.INC ================-
-=============== STARFLD.INC ================-

#declare StarMap =
   texture
       {
       pigment
           {
           image_map
              {
              gif "starfld.gif"
              map_type 1
              }
           }
       finish {ambient 0.5}
       }
object
      {
      sphere {<0,0,0>, 1000000}
      texture {StarMap}
      }

-=============== end STARFLD.INC ================-