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L' Effet Pommier 3
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SHEAR1.POV
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1995-11-08
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2KB
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118 lines
// Persistence Of Vision raytracer version 3.0 sample file.
// This scenes shows how to do shear with the matrix transformation.
#version 3.0
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#declare Col1 = -5
#declare Col2 = 0
#declare Col3 = 5
#declare Row1 = -4
#declare Row2 = 4
camera {
orthographic
location <25, 25, -50>
right 15*4/3*x
up 15*y
look_at <0, 0, 0>
}
light_source { <200, 200, -200> color rgb <1,1,1> }
//
// Use aloved famous raytrace green/yellow checkered wall
//
plane { z, 2
pigment {
checker colour Yellow colour Green
scale 2
}
finish {
ambient 0.2
diffuse 0.8
}
}
//
// Declare object to use.
//
#declare Thing = box { -1, 1 pigment { color Red } }
//#declare Thing = sphere { 0, 1 pigment { color Red } }
//#declare Thing = cylinder { -y, y, 1 pigment { color Red } }
//#declare Thing = torus { 1, 0.2 pigment { color Red } }
/*
#declare Thing = blob {
threshold 0.6
component 1.0, 1.0, <.75, 0, 0>
component 1.0, 1.0, <-.375, .64952, 0>
component 1.0, 1.0, <-.375, -.64952, 0>
pigment { color Red }
}
*/
//
// Place original object.
//
object { Thing }
//
// Place several sheared objects.
//
// Shear in positive x direction
object { Thing
matrix < 1, 0, 0,
1, 1, 0,
0, 0, 1,
Col1, Row1, 0 >
}
// Shear in positive y direction
object { Thing
matrix < 1, 1, 0,
0, 1, 0,
0, 0, 1,
Col2, Row1, 0 >
}
// Shear in positive z direction
object { Thing
matrix < 1, 0, 0,
0, 1, 0,
1, 0, 1,
Col3, Row1, 0 >
}
// Shear in negative x direction
object { Thing
matrix < 1, 0, 0,
-1, 1, 0,
0, 0, 1,
Col1, Row2, 0 >
}
// Shear in negative y direction
object { Thing
matrix < 1, -1, 0,
0, 1, 0,
0, 0, 1,
Col2, Row2, 0 >
}
// Shear in negative z direction
object { Thing
matrix < 1, 0, 0,
0, 1, 0,
-1, 0, 1,
Col3, Row2, 0 >
}