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1991-10-20
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!---------------------------------------------------------------
!
! TUTORIAL5 - RayDance tutorial script #5.
!
! This script demonstrates surfaces that are not perfectly
! smooth mirrors. This is simulated using the kb (bumpiness)
! coefficient.
!
! Concepts include :
!
! o Declaring PHONG surfaces with bumpiness for hazy
! reflections.
!
! o A gingham pattern ground plane
!
!---------------------------------------------------------------
! Use a print statement to display descriptive text on the
! message window.
? "TUTORIAL5 - This script defines a scene with one row of\n",
"spheres floating over a checkerboard. kb will change\n",
"from 0.00 to 0.20 moving from left to right. All spheres\n",
"are colored orange with a km of 0.7 There is only mirror\n",
"reflection. Specular hiliting is turned off. Making kb\n",
"non-zero should cause hazy reflections, however, the best\n",
"results will be obtained with antialiasing enabled.\n\n";
! The camera will be positioned along the negative y axis
! looking at the origin.
CAMERA'POS = [0,-3500,350];
CAMERA'TARGET = [0,0,200];
! Define colors for this scene
ORANGE : COLOR ( RGB, [0.7,0.4,0.2] );
BLUE : COLOR ( RGB, [0,0,1] );
YELLOW : COLOR ( RGB, [1,1,0] );
! Define surfaces for the spheres, with varying kb. ks and n
! should also be modified so that specular hilites will also
! become hazier as we move from the left sphere to the right
! sphere.
! ka kd ks n km kr ir kb flags
SURF1 : SURFACE(PHONG, 0.6,0.3,0.4,100.0,0.7,0.0,0.0,0.00,0 );
SURF2 : SURFACE(PHONG, 0.6,0.3,0.3, 50.0,0.7,0.0,0.0,0.05,0 );
SURF3 : SURFACE(PHONG, 0.6,0.3,0.3, 10.0,0.7,0.0,0.0,0.10,0 );
SURF4 : SURFACE(PHONG, 0.6,0.3,0.2, 5.0,0.7,0.0,0.0,0.15,0 );
SURF5 : SURFACE(PHONG, 0.6,0.3,0.2, 2.0,0.7,0.0,0.0,0.20,0 );
! Define a surface for the ground (gingham pattern)
! ka kd ks n km kr ir kb flags
MATTE : SURFACE(PHONG, 1, 1, 0, 0, 0, 0, 0, 0, 0 );
! Create the row of spheres
SPHERE( [-1000,0,250], 225, ORANGE, SURF1 );
SPHERE( [ -500,0,250], 225, ORANGE, SURF2 );
SPHERE( [ 0,0,250], 225, ORANGE, SURF3 );
SPHERE( [ 500,0,250], 225, ORANGE, SURF4 );
SPHERE( [ 1000,0,250], 225, ORANGE, SURF5 );
! Specify the ambient light.
AMBIENT( [0,0,0], [0.6,0.6,0.6], [0,0,1], 0, 0 );
! Specify the STAR light.
STAR( [2000,-5000,4000], [1,.9,1], 300 );
! Set the background color to a dark purple
BACKGROUND( PLAIN, [0,0.05,0.15] );
! Make the ground plane. This time we'll use a gingham pattern
GROUND( GINGHAM, 0, 400, BLUE, MATTE, YELLOW, MATTE );
! The scene has now been constructed, render it!
RENDER;
! All scripts must terminate with an END
END