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