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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 }
}
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