plane [surface-desc] x y z nx ny nz
Create a plane that passes through (x y z). The normal (nx ny nz) is a vector from (x y z), if you want a horizontal plane then specify a normal of 0 0 1. It is generally more efficient to use poly or box instead of plane; they will usually require less computation time.
In the example below, two planes are used to create a sea and sky and the yellow
sphere provides the sun! Note that the sea plane has two bump textures applied
to it. Also of note is the effect that the different diffuse and specular colours
have on the appearance of the surface "water".
Return to Contents.
THE END - Notes on Rayshade - 2 - Rayshade Primitives - Plane
Figure 2-13
/*
waves.ray
written by Graham Hannah 1990
Email: graham@keystone.arch.unsw.edu.au
*/
eyep 6 -20 1.75
lookp 0 0 1.3
screen 300 200
fov 48
light 0.2 point 4 -18 10
light 1.4 point -28 100 7
light 0.9 0.9 0.4 point -28 100 7
surface g-sky
ambient 0.6 0.1 0.1
diffuse 0.3 0.3 0.01
specular 0.3 0.2 0.2
surface water
ambient 0.01 0.03 0.15
diffuse 0.02 0.03 0.4
specular 0.6 0.6 0.4
specpow 30
reflect 0.6
transp 0.5 index 0.5
surface yellow
ambient 0.1 0.1 0
diffuse 0.3 0.3 0.07
specular 0.3 0.2 0.03
specpow 0.01
reflect 0.3
transp 0.8
plane water 0 0 -1.2 0 0 1
texture bump 0.5 scale 4.1 4.1 4.1
texture bump 0.1 scale 0.9 0.9 0.9
plane g-sky 0 0 15 0 0 1
texture bump 0.35 scale 10 10 10
sphere yellow 4.5 0 0 0
scale 1 0.1 0.9 translate -35 140 6.4
texture gloss 0.8
Go to next primitive: poly.