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L' Effet Pommier 3
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IORTEST.POV
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1995-11-08
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// Persistence Of Vision raytracer version 3.0 sample file.
// This file demonstrates the use of the file "ior.inc" and a few other
// interesting and useful tricks. It can take a bit of time to render,
// (he said, understatingly), because of the transparency and because of
// the 7 element light bank (flourescent tube?). Eliminating some of the
// lights (and adjusting the brightness color, "Watts", accordingly)
// will help quite a bit.
#version 3.0
global_settings { max_trace_level 20 assumed_gamma 2.2 }
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
#include "glass.inc"
#include "consts.inc" // Index of refraction constants
camera {
location <0, 5, -20>
direction z
angle 45
up <0.0, 1.0, 0.0>
right <4/3, 0.0, 0.0>
look_at <0, 1, 0>
}
// Assemble a bank of lights here, on the ground...
#declare Watts = color Gray25
#declare Light_Distance = -50
union {
light_source { <-6, 0, Light_Distance> color Watts }
light_source { <-4, 0, Light_Distance> color Watts }
light_source { <-2, 0, Light_Distance> color Watts }
light_source { < 0, 0, Light_Distance> color Watts }
light_source { < 2, 0, Light_Distance> color Watts }
light_source { < 4, 0, Light_Distance> color Watts }
light_source { < 6, 0, Light_Distance> color Watts }
rotate 60*x // ... and hoist 'em up into the air
pigment { White } // Doesn't do anything but suppresses a parser warning
}
// Horozontally striped floor
plane { y, -1
pigment {
checker color HuntersGreen color SummerSky
scale <32000, 1, 2>
}
finish {
ambient 0.1
diffuse 0.6
}
}
#declare Hummer =
union {
union {
object { UnitBox }
object { Disk_Y translate 2*y }
sphere { <0, 4, 0>, 1 }
rotate 45*y
}
// Let's attach an orange sphere to this thing... off in the distance,
// so it'll be automatically repeated as we repeat the rest of the
// object (see below)
sphere { <0, 5, 20>, 1 texture { finish { Shiny } pigment {Orange} } }
}
// Set up a default texture for all objects that follow that don't already
// have a texture of their own
default { texture { T_Glass1 } }
// Now lay out five of those Hummers
object { Hummer
translate -6*x
finish { ior Diamond_Ior }
}
object { Hummer
translate -3*x
finish { ior Flint_Glass_Ior }
}
object { Hummer
translate 0*x
finish { ior Crown_Glass_Ior }
}
object { Hummer
translate 3*x
finish { ior Water_Ior }
}
object { Hummer
translate 6*x
finish { ior Air_Ior }
}
// end of file iortest.pov