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Mac Cube 4: Multimedia Applications
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AREALIT1.POV
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Text File
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1995-10-24
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2KB
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88 lines
// Persistence Of Vision raytracer version 2.0 sample file.
// Illustrates how area light grid size affects soft shadows
// Left shadow - area_light <8,0,0>, <0,0,8>, 3, 3 (renders fastest)
// Middle shadow - area_light <8,0,0>, <0,0,8>, 5, 5
// Right shadow - area_light <8,0,0>, <0,0,8>, 17, 17 (renders slowest)
#include "colors.inc"
#include "textures.inc"
// A back wall to cast shadows onto
plane { -z, -20
pigment { Gray70 }
finish { Dull }
}
#declare SpacingX = 20
#declare Radius = 5
#declare LightX = 15
#declare LightY = 40
#declare LightZ = -40
#declare SRadius = 0
#declare SFalloff = 11
#declare SphereTexture = texture {
pigment { Red }
finish { Shiny }
}
sphere { <-SpacingX, 0, 0>, Radius
texture { SphereTexture }
}
light_source {
<0, LightY, LightZ> color White
area_light <8, 0, 0>, <0, 8, 0>, 3, 3
adaptive 0
jitter
spotlight
point_at <-SpacingX, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}
sphere { <0, 0, 0>, Radius
texture { SphereTexture }
}
light_source {
<0, LightY, LightZ> color White
area_light <8, 0, 0>, <0, 8, 0>, 5, 5
adaptive 0
jitter
spotlight
point_at <0, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}
sphere { <+SpacingX, 0, 0>, Radius
texture { SphereTexture }
}
light_source {
<0, LightY, LightZ> color White
area_light <8, 0, 0>, <0, 8, 0>, 17, 17
adaptive 0
jitter
spotlight
point_at <+SpacingX, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}
light_source { <0, -15, -120> color Gray10 }
camera {
location <0, -15, -120>
direction 2*z
look_at <0, -15, 0>
}