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- // VirtuaLight VIB-Structure
-
- ReadArchive "statics.vib"
-
- Declare primitive_t = Shader [ PlainSurface [
- Color '0,0,0'
- Kd 0.025
- Ks(0.35,'1,1,1')
- PhongSpecularBRDF 15
- Kt (0.98, 1.4, '1,1,1')
- Kr 0.1
- Caustics 0.6
- Dispersion (1.1, 12)
- Absorption 0.05
- ]
- ]
-
- Camera [ (1,1,-4),(0,0,0),(0,1,0) FieldOfView 35 Format(320, 240) FrameAspectRatio 4/3 ]
-
- Photons(0, 0.5, 0)
-
- Background '0.852941,0.752941,0.702941'
-
- PointLight [ (-12,70, -45) Intensity '0.975,0.95,0.99'*1.1 ]
-
- Declare checker_map = SpectrumOfColors( [0.0, '0.1,0.1,0.1', 0.5, '0.1,0.1,0.1']
- [0.5, '1.0000, 0.9412, 0.9608'*0.7, 1.01, '1.0000, 0.9412, 0.9608'*0.7] )
-
- Declare BWchecker = Shader [ FunctionalSurface [ Kd 0.85 Color checker_map[Checker] ] ]
-
- Shape [ Disk((0,-1.01,0), (0,1,0), 100) BWchecker ]
-
- Shape [ Blobby(0.625,
- Sphere((0.75, 0, 0), 1, 1),
- Sphere((-0.375, 0.64952, 0), 1, 1),
- Sphere((-0.375, -0.64952, 0), 1, 1))
- primitive_t
- ]
-