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IMAGETST.POV
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1992-07-03
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// Persistence Of Vision raytracer version 1.0 sample file.
//
// NOTE: Requires "TEST.GIF"
//
// This is a good image to practice placing an mapping image onto objects.
// A specially designed image is mapped onto a unit sphere and a unit box.
// Experiment with scaling, translation, map types, etc. (But be sure that
// you keep a backup so can find your way home if you get things too turned
// around. It can happen.
//
// If you are not using an extended mode version of POV-Ray, you may not be
// able to access enough memory to run this entire file. In this case,
// the best you can do is to comment out all but one or two of the three
// imagemapped objects.
#include "colors.inc" // Standard colors library
#include "shapes.inc" // Commonly used object shapes
#include "textures.inc" // LOTS of neat textures. Lots of NEW textures.
#declare POVPlastic = texture {
ambient 0.3 diffuse 0.7
phong 0.5 phong_size 60 /* Satiny sheen */
}
camera {
location <0.0 1.75 -6>
direction <0.0 0.0 1.0>
up <0.0 1.0 0.0>
right <1.33333 0.0 0.0>
look_at <0 -0.5 0>
}
object {
light_source { <100.0 200.0 -60.0>
colour White
}
}
object {
light_source { <-50.0 60.0 -30.0>
colour Gray
}
}
object {
light_source { <-15.0 -10.0 -30.0>
colour Gray
}
}
// Sphere on the right
object {
sphere { <0 0 0> 1 } /* A "unit" sphere */
texture { Glossy color White } /* Optional sub-texture */
texture {
POVPlastic
image_map { <1 -1 0> gif "test.gif" /* x-y oriented planar map */
once /* Don't tile the image */
interpolate 4 /* highest quality interpolation */
}
translate <-0.5 -0.5 0> /* Center the image */
scale <2 2 2> /* Scale to fit diameter */
}
translate <1.2 1 0> /* Move imagemap with object */
}
// Sphere on the left
object {
sphere { <0 0 0> 1 }
texture { Glossy color White }
texture {
POVPlastic
image_map { 1 gif "test.gif" /* Spherical map type */
/*"once" is implicit here */
interpolate 4
}
rotate <0 -90 0> /* put "seam" in back */
scale <2 2 2> /* scale to fit diameter */
}
translate <-1.2 1 0> /* Move image with object */
}
// Box
object {
box { UnitBox scale <2 1 2>}
texture { Metal color DimGray }
texture {
image_map { <1 -1 0> gif "test.gif" /* x-y oriented bitmap image */
interpolate 2 /* Faster interpolation than 4 */
alpha 0 1.0
}
translate <-0.5 -0.5 0> /* Center image */
scale <2 2 1> /* Scale to fit */
ambient 0.25
diffuse 0.75
}
translate <0 -1 0> /* Move image with object */
}