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1992-07-03
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// Persistence of Vision Raytracer Version 1.0
//A couple of tricks with spotlights and wood texture here. Read the
//comments. By Dan Farmer.
#include "colors.inc"
#include "shapes.inc"
camera {
location <-8 3 -14>
direction <0 0 1>
up <0 1 0>
right <1.3333 0 0>
look_at <0 0 0>
}
// Overhead spotlight, shining "backwards"
object { light_source { <0 50 -1> color LightGray
spotlight
point_at <0 0 8>
tightness 50
radius 50
falloff 100
}
}
// Ground plane
object {
plane { <0.0 1.0 0.0> -1.0 }
texture {
color White
ambient 0.3
diffuse 0.7
specular 0.5 roughness 0.05
}
}
// Three spotlights positioned in front of three cylinders. These could
// be put into composites if you wanted to really do it right. Each light
// is associated with a cylinder.
//----------
// Red spotlight, goes with left cylinder
object { light_source { <-3 -0.5 -2> color Red
spotlight
point_at <-3 -1 -10>
tightness 10
radius 100
falloff 250
}
}
// Green spotlight, goes with center cylinder
object { light_source { <0 -0.5 -2> color Green
spotlight
point_at <0 -1 -10>
tightness 10
radius 100
falloff 250
}
}
// Blue spotlight, goes with right cylinder
object { light_source { <3 -0.5 -2> color Blue
spotlight
point_at <3 -1 -10>
tightness 10
radius 100
falloff 250
}
}
// Set default textures for shapes to come
default {
texture {
ambient 0.5 // Unusually high ambient setting.
diffuse 0.5 // Unusually low diffuse setting.
refraction 0.75 // Don't really need an IOR value this time.
reflection 0.15
specular 0.25 roughness 0.001
}
}
// Red cylinder on the left. Goes with red spotlight.
object {
intersection { Disk_Z }
texture { // These texture components are unique to this shape
wood
turbulence 0 // I want concentric rings, not wood.
octaves 0 // Irrelevant with turbulence 0.
// colormap from opaque red to "clear red"
color_map { [0.0 1.0 color Red alpha 0 color Red alpha 1] }
scale <2 2 1>
}
scale <1 1 6> // Scale texture with the object now.
translate <-3 0 4> // Move it to its final restingplace
}
// Green cylinder in the center. Goes with green spotlight.
object {
intersection { Disk_Z }
texture {
wood
turbulence 0
octaves 0
color_map { [0.0 1.0 color Green alpha 0 color Green alpha 1] }
scale <2 2 1>
}
scale <1 1 6>
translate <0 0 4>
}
// Blue cylinder on the right. Goes with blue spotlight, right?
object {
intersection { Disk_Z }
texture {
wood
turbulence 0
octaves 0
color_map { [0.0 1.0 color Blue alpha 0 color Blue alpha 1] }
scale <2 2 1>
}
scale <1 1 6>
translate <3 0 4>
}