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+// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
+// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
+// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
+
+// Persistence Of Vision raytracer sample file.
+//
+// -w320 -h240
+// -w800 -h600 +a0.3
+
+#version 3.6;
+global_settings{ assumed_gamma 1.0 max_trace_level 5 }
+
+#include "colors.inc"
+#include "woods.inc"
+
+
+#declare IOR = 1.45;
+#declare Fade_Distance = 2;
+#declare Fade_Power = 3;
+
+#declare Texture01 = texture {
+ pigment {
+ color rgbf <1, 1, 1, 1>
+ }
+ finish {
+ diffuse 0.000001
+ metallic on
+ ambient 0
+ reflection 0.05
+ specular 1
+ roughness 0.001
+ irid {
+ 0.65 // contribution to overall color
+ thickness 0.8 // affects frequency, or "busy-ness"
+ turbulence 0.1 // Variance in film thickness
+ }
+ }
+}
+
+#declare Interior01 =
+ interior {
+ fade_distance Fade_Distance
+ fade_power Fade_Power
+ ior IOR
+ caustics 1.0
+ }
+
+
+#declare Texture02a = texture {
+ T_Wood1
+ scale 2
+ rotate x*90
+ translate x*5
+ finish {
+ ambient 0.4
+ }
+}
+#declare Texture02 = texture {
+ pigment {
+ color rgb<0.800, 0.800, 0.800>
+ }
+ finish {
+ brilliance 0.5
+ metallic on
+ diffuse 0.200
+ ambient 0.000
+ specular 0.300
+ roughness 0.02
+ }
+
+}
+
+#declare Texture03 = texture { Texture01 }
+
+//----------------------------------------------------------------------
+// This scene uses a non-standard camera set-up.
+// (See CAMERA in the included documentation for details.)
+// If you are new to POV-Ray, you might want to try a different demo scene.
+//----------------------------------------------------------------------
+camera { // Camera StdCam
+ angle 45
+ location <3.50, -15.00, 3.00>
+ direction <0.0, 0.0, 1.6542>
+ sky <0.0, 0.0, 1.0> // Use right handed-system!
+ up <0.0, 0.0, 1.0> // Where Z is up
+ right x*image_width/image_height // keep propotions with any aspect ratio
+ look_at <0.000, 0.000, -2.7500>
+}
+
+#declare Intensity = 20;
+#declare L_Fade_Distance = 20;
+#declare L_Fade_Power = 2;
+#declare ALL = 8;
+#declare ALW = 8;
+#declare ALR = 6;
+
+#declare Area_Light=off;
+
+light_source { // Light1
+ <-0.2, 100, 65>
+ color Cyan * Intensity
+#if(Area_Light)
+ area_light x*ALL, z*ALW, ALR, ALR
+ adaptive 1
+ jitter
+#end
+ fade_distance L_Fade_Distance
+ fade_power L_Fade_Power
+}
+
+light_source { // Light1
+ <0, 95, 65>
+ color Yellow * Intensity
+#if(Area_Light)
+ area_light x*ALL, z*ALW, ALR, ALR
+ adaptive 1
+ jitter
+#end
+ fade_distance L_Fade_Distance
+ fade_power L_Fade_Power
+}
+
+light_source { // Light1
+ <0.2, 90, 65>
+ color Magenta * Intensity
+#if(Area_Light)
+ area_light x*ALL, z*ALW, ALR, ALR
+ adaptive 1
+#end
+ jitter
+ fade_distance L_Fade_Distance
+ fade_power L_Fade_Power
+}
+
+sky_sphere {
+ pigment {
+ gradient y
+ color_map {
+ [0.0 color Gray10]
+ [1.0 color Gray30]
+ }
+ }
+}
+
+union {
+ cylinder { <-3,0,0>, <3,0,0>, 0.3 }
+ torus { 1.0, 0.25
+ rotate z*90
+ }
+ texture {Texture01}
+ interior {Interior01}
+ translate <0.0, -4.0, -0.5>
+}
+
+box { <-1, -1, -1>, <1, 1, 1>
+ texture {Texture01}
+ interior {Interior01}
+
+ scale <3.0, 0.5, 0.5>
+ translate -1.75*z
+ rotate x*45
+ translate -1.5*y
+}
+
+sphere { <0,0,0>,1
+ texture {Texture03}
+ interior {Interior01}
+ translate <3, 3, -1>
+}
+sphere { <0,0,0>,1
+ texture {Texture03}
+ interior {Interior01}
+
+ translate <0,3.0, -0.5>
+}
+sphere { <0,0,0>,1
+ texture {Texture03}
+ interior {Interior01}
+ translate <-3.0, 3.0, -1>
+}
+cone { 0, 1, -2*z, 0
+ texture {Texture03}
+ interior {Interior01}
+ translate <-4.0, 0.3, 0>
+}
+cone { 0, 1, -2*z, 0
+ texture {Texture03}
+ interior {Interior01}
+ translate <4.0, 0.3, 0>
+}
+
+plane { z, -2
+ hollow on
+ pigment { Gray60 }
+}