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WATERBOW.POV
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Text File
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1992-07-03
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3KB
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130 lines
// Persistence Of Vision raytracer version 1.0 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 = texture {
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 <1.333 0.0 0.0>
translate <0.0 0.0 -56.0>
}
// A bowl
object {
intersection {
sphere { <0.0 0.0 0.0> 1.0 }
sphere { <0.0 0.0 0.0> 0.9 }
plane { <0.0 1.0 0.0> 0.5 }
}
bounded_by {
sphere { <0.0 0.0 0.0> 21.0 }
}
scale < 20.0 20.0 20.0 >
texture {
colour Red
ambient 0.2
diffuse 0.8
reflection 0.1
}
colour Red
}
// Water
object {
intersection {
sphere { <0.0 0.0 0.0> 1.0 }
plane { <0.0 1.0 0.0> 0.49 }
}
bounded_by {
sphere { <0.0 0.0 0.0> 21.0 }
}
scale < 19.5 19.5 19.5 >
texture {
ripples 0.5
frequency 100.0
scale <100.0 100.0 100.0>
reflection 0.6
refraction 0.6
ior 1.2
}
colour Grey
}
// Wood floor
object {
plane { <0.0 1.0 0.0> -20.0 }
texture { 0.015 // 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
ambient 0.15
diffuse 0.75
reflection 0.1
}
colour Tan
}
// Back wall
object {
plane { <0.0 0.0 1.0> 100.0 }
texture {
Red_Marble
scale <100.0 100.0 100.0>
ambient 0.15
diffuse 0.8
reflection 0.1
}
color Pink
}
// A sky to reflect in the water
object {
plane { <0.0 1.0 0.0> 150.0 }
texture {
colour red 0.5 green 0.5 blue 1.0
ambient 0.15
diffuse 0.8
}
colour red 0.5 green 0.5 blue 1.0
}
// Light source
object {
light_source { <100.0 120.0 -130.0>
colour White
}
}