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- !---------------------------------------------------------------
- !
- ! TUTORIAL5 - RayDance tutorial script #5.
- !
- ! This script demonstrates surfaces that are not perfectly
- ! smooth mirrors. This is simulated using the kb (bumpiness)
- ! coefficient.
- !
- ! Concepts include :
- !
- ! o Declaring PHONG surfaces with bumpiness for hazy
- ! reflections.
- !
- ! o A gingham pattern ground plane
- !
- !---------------------------------------------------------------
-
- ! Use a print statement to display descriptive text on the
- ! message window.
-
-
- ? "TUTORIAL5 - This script defines a scene with one row of\n",
- "spheres floating over a checkerboard. kb will change\n",
- "from 0.00 to 0.20 moving from left to right. All spheres\n",
- "are colored orange with a km of 0.7 There is only mirror\n",
- "reflection. Specular hiliting is turned off. Making kb\n",
- "non-zero should cause hazy reflections, however, the best\n",
- "results will be obtained with antialiasing enabled.\n\n";
-
- ! The camera will be positioned along the negative y axis
- ! looking at the origin.
-
- CAMERA'POS = [0,-3500,350];
- CAMERA'TARGET = [0,0,200];
-
-
- ! Define colors for this scene
-
- ORANGE : COLOR ( RGB, [0.7,0.4,0.2] );
- BLUE : COLOR ( RGB, [0,0,1] );
- YELLOW : COLOR ( RGB, [1,1,0] );
-
-
- ! Define surfaces for the spheres, with varying kb. ks and n
- ! should also be modified so that specular hilites will also
- ! become hazier as we move from the left sphere to the right
- ! sphere.
-
- ! ka kd ks n km kr ir kb flags
- SURF1 : SURFACE(PHONG, 0.6,0.3,0.4,100.0,0.7,0.0,0.0,0.00,0 );
- SURF2 : SURFACE(PHONG, 0.6,0.3,0.3, 50.0,0.7,0.0,0.0,0.05,0 );
- SURF3 : SURFACE(PHONG, 0.6,0.3,0.3, 10.0,0.7,0.0,0.0,0.10,0 );
- SURF4 : SURFACE(PHONG, 0.6,0.3,0.2, 5.0,0.7,0.0,0.0,0.15,0 );
- SURF5 : SURFACE(PHONG, 0.6,0.3,0.2, 2.0,0.7,0.0,0.0,0.20,0 );
-
- ! Define a surface for the ground (gingham pattern)
-
- ! ka kd ks n km kr ir kb flags
- MATTE : SURFACE(PHONG, 1, 1, 0, 0, 0, 0, 0, 0, 0 );
-
-
- ! Create the row of spheres
-
- SPHERE( [-1000,0,250], 225, ORANGE, SURF1 );
- SPHERE( [ -500,0,250], 225, ORANGE, SURF2 );
- SPHERE( [ 0,0,250], 225, ORANGE, SURF3 );
- SPHERE( [ 500,0,250], 225, ORANGE, SURF4 );
- SPHERE( [ 1000,0,250], 225, ORANGE, SURF5 );
-
-
- ! Specify the ambient light.
-
- AMBIENT( [0,0,0], [0.6,0.6,0.6], [0,0,1], 0, 0 );
-
- ! Specify the STAR light.
-
- STAR( [2000,-5000,4000], [1,.9,1], 300 );
-
-
- ! Set the background color to a dark purple
-
- BACKGROUND( PLAIN, [0,0.05,0.15] );
-
-
- ! Make the ground plane. This time we'll use a gingham pattern
-
- GROUND( GINGHAM, 0, 400, BLUE, MATTE, YELLOW, MATTE );
-
-
- ! The scene has now been constructed, render it!
-
- RENDER;
-
-
- ! All scripts must terminate with an END
-
- END
-