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L' Effet Pommier 3
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POV-Ray 3.0B5a PPC
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MAGGLASS.POV
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1995-11-08
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// Persistence Of Vision raytracer version 3.0 sample file.
// Magnifying glass created using POV-Ray's refraction.
// A convex lens created with CSG
// (and something to view through it)
// This example doesn't work very well, but it gives a good
// starting point for a better use of the magnifying glass.
#version 3.0
global_settings { 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 <0.0, 2, -10>
direction <0.0, 0.0, 1>
angle 30
up <0.0, 1.0, 0.0>
right <4/3, 0.0, 0.0>
look_at <0, 0, 0>
}
light_source { <30, 50, -50> color White }
light_source { <-30, 10, 20> color Gray50 }
fog { color Gray50 distance 200 } // This fog reaches max density at 200z
// Background sphere
sphere { <0, 0, 0>, 1
finish { crand 0.015 }
pigment {
gradient y
color_map {
[0.0 1.0 color Gray80 color Gray30]
}
scale 10000
}
}
// A lens. This uses the Ellipsoid quadric to make it independantly
// scalable, but it would be faster to use spheres.
// It is designed "sideways" so you can see the thickness.
// It is then rotated 90o on Y so the viewer is looking through the lens.
#declare Lens_Thickness = 0.35
#declare Lens_Diameter = 1.5
#declare Lens =
intersection {
sphere { <0, 0, 0>, 1.5 translate <0.75, 0, 0> }
sphere { <0, 0, 0>, 1.5 translate <-0.75, 0, 0> }
texture {
T_Glass3
finish {
ior Flint_Glass_Ior // Over-ride the Glass IOR value
reflection 0 // Over-ride reflection, too
}
}
scale <Lens_Thickness, Lens_Diameter, Lens_Diameter>
}
plane { y, -4
pigment {
checker color HuntersGreen color SummerSky
scale <3, 1, 3>
}
finish {
ambient 0.2
diffuse 0.6
}
}
object { Lens rotate 80*y }
// A sphere in the distance
sphere { <3, 1, 30>, 2 finish {Phong_Shiny} pigment {Orange} }
object { Cylinder_X
finish {
Phong_Shiny
ambient 0.25
diffuse 0.6
}
pigment {
granite
scale 2
}
rotate -75*y
translate <0 ,-3, 25>
}