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waterbow.pov
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1993-09-27
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// Persistence Of Vision raytracer version 2.0 sample file.
// By Various and Sundry
//
// Revision Note:
// Reworked both the declared wood texture (turb and colormap) and
// the application of it on the floor plane.
// Note that wood doesn't really look like much until you get around
// 640x480. Anti-aliasing helps even more to bring out the detail. -dmf
#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
// a light tan wood with brown rings
#declare New_Tan_Wood = pigment {
wood
turbulence 0.03
colour_map {
[0.0 0.4 colour red 0.6 green 0.45 blue 0.25
colour red 0.65 green 0.45 blue 0.25]
[0.4 1.01 colour red 0.6 green 0.4 blue 0.2
colour red 0.25 green 0.15 blue 0.05]
}
}
camera {
direction <0.0, 0.0, 1.0>
up <0.0, 1.0, 0.0>
right <4/3, 0.0, 0.0>
translate <0.0, 0.0, -56.0>
}
// A bowl
intersection {
sphere { <0.0, 0.0, 0.0>, 1.0 }
sphere { <0.0, 0.0, 0.0> 0.9 }
plane { y, 0.5 }
bounded_by {
sphere { <0.0, 0.0, 0.0> 21.0 }
}
scale 20.0
pigment { Red }
finish {
ambient 0.2
diffuse 0.8
reflection 0.1
}
}
// Water
intersection {
sphere { <0.0, 0.0, 0.0>, 1.0 }
plane { y, 0.49 }
bounded_by {
sphere { <0.0, 0.0, 0.0>, 21.0 }
}
scale 19.5
pigment { Black }
normal {
ripples 0.5
frequency 100.0
scale 100.0
}
finish {
reflection 0.6
refraction 0.6
ior 1.2
}
}
// Wood floor
plane { y, -20.0
pigment { // seems to reduce "moire" effect on the grain
New_Tan_Wood // Think of a log, facing you...
scale <2, 2, 1> // z is infinite, so 1 is ok...
rotate <0, 90, 0> // turn the "log" to the x axis
rotate <0.0, 0.0, 10.0> // tilt the log just a little bit
translate <0, -4, 0> // lift it to where the rings are larger
rotate <5, 0, 0> // tip it again, this time on x axis
}
finish {
crand 0.015
ambient 0.15
diffuse 0.75
reflection 0.1
}
}
// Back wall
plane { z, 100.0
pigment {
Red_Marble
scale 100.0
}
finish {
ambient 0.15
diffuse 0.8
reflection 0.1
}
}
// A sky to reflect in the water
plane { y, 150.0
pigment { colour red 0.5 green 0.5 blue 1.0 }
finish {
ambient 0.15
diffuse 0.8
}
}
// Light source
light_source { <100.0, 120.0, -130.0> colour White }