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DP Tool Club 11
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CD_ASCQ_11_0294.iso
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voxrom
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images
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kerleau
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race
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race.pov
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Text File
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1994-01-09
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3KB
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74 lines
// RACECAR
// Converted from 3D Studio with 3DS2POV 1.8 (c) S. ANGER & J. BOWERMASTER
// by J. KERLEAU 09-93
// COLORS
#declare White = color rgb<1,1,1>
#declare Black = color rgb<0,0,0>
#declare Gray50 = color rgb<0.5,0.5,0.5>
#declare Yellow = color rgb<1,1,0>
#declare Red = color rgb<1,0,0>
#declare Green = color rgb<0,1,0>
#declare Blue = color rgb<0,0,1>
#declare SummerSky = color rgb<0.22,0.69,0.87>
#declare LightGray = colour rgb<0.658824,0.658824,0.658824>
#declare BrightGold = color rgb<0.85,0.85,0.10>
// TEXTURES
#declare Shiny = finish { ambient 0.9 diffuse 0.1 phong 1 phong_size 250 }
#declare Std = finish { ambient 0.3 diffuse 0.7 phong 1 phong_size 250 }
#declare Matte = finish { ambient 0.1 diffuse 0.9 phong 1 phong_size 250 }
#declare Chrome_Texture = texture {
pigment { LightGray }
finish { ambient 0.3 diffuse 0.7 reflection 0.15
brilliance 8.0 specular 0.8 roughness 0.1 }
}
#declare Metal = finish {
metallic ambient 0.2 diffuse 0.7 brilliance 6.0
reflection 0.25 phong 0.75 phong_size 80 }
#declare Gold_Texture = texture { pigment { BrightGold } finish { Metal } }
#declare Ground_T = texture { pigment { Gray50 } normal { wrinkles 0.5 } }
#declare Glass = texture {
pigment { rgb<0,0,0> }
finish { ambient 0.25 diffuse 0.65 brilliance 6 phong 1 phong_size 70 }
}
#declare B7CHROME = texture {
pigment { White }
finish { ambient 0.3 diffuse 0.2 reflection 0.8 brilliance 20.0
specular 1.0 roughness 0.001 phong 1.0 }
}
#declare REARGRILL = texture { pigment { Black } finish { Shiny } }
#declare TINTED_GLASS = texture { Glass }
#declare WHEEL_MAP = texture { pigment { Yellow } finish { Matte } }
#declare RED_PLASTIC_2S = texture { pigment { Black } finish { Std } }
#declare BLACK_PLASTIC__P = texture { pigment { Black } finish { Shiny } }
#declare TAIL_LIGHTS = texture { pigment { Blue } }
#declare BLACK_PLASTIC = texture { pigment { Black } finish { Std } }
#declare GLASS_DARK = texture { Glass }
#declare BLACK_MATTE___2G = texture { pigment { Black } finish { Matte } }
#declare RACECAR_MAP = texture { WHEEL_MAP }
#declare BROWN_BUMPYBRICK = texture { Ground_T }
// SHAPES
#declare Race_Car = union {
#include "RACE.inc"
}
// SCENE
background { color rgb <0.02,0.02,0.02> }
object { Race_Car }
// CAMERA & LIGHTS
camera { location <295.3878,-410.0660,143.8355> direction 1.174*y up z sky z
right <4/3,0,0> look_at <28.2929,-87.3368,16.8186> }
light_source {
<-5.9922,11.6031,478.0732> color rgb <0.73,0.73,0.73>
spotlight
point_at <-5.8226,10.5190,-50.3935>
tightness 0
radius 30.51
falloff 33.76
}