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Turnbull China Bikeride
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Turnbull China Bikeride - Disc 2.iso
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GRAPHICS
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RAYTRACING
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POVRAY3
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hfclip
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Text File
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1995-11-08
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3KB
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89 lines
// Persistence Of Vision raytracer version 3.0 sample file.
// File by Dan Farmer
// Broken dowel, uses clipped heightfields and heightfield as a clipping
// object to create the fractured end of the dowel. Uses a Fractint
// "plasma cloud" image for the heightfield. (just about any size will do).
#version 3.0
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "stones.inc"
camera {
location <0, 6, -6>
direction <0, 0, 2>
right <1.333, 0, 0>
look_at <0, 0, 0>
}
#declare Column_Texture = texture {
pigment {
DMFWood1 // (or whatever its called now)
scale <0.75, 0.75, 1> // smaller rings
rotate 89.85*x // turn it so the rings are (almost) up
}
finish {
ambient 0.1
diffuse 0.55
}
}
// Note: using the HF_Image declaration gives an Exception 17. Why?
#declare HF_Image = height_field { gif "plasma2.gif" }
#declare HF_Translate = <-0.5, 0, -0.5>
#declare HF_Roughness = 2
#declare HF_Scale = <6, HF_Roughness, 6>
union {
// This first object is a heightfield clipped to a round disk shape
// and is used for the "end cap" for the cylinder object that follows.
height_field {
gif "plasma2.gif"
translate HF_Translate
scale HF_Scale
clipped_by { object { Cylinder_Y } }
texture { Column_Texture }
}
// This is essentially the inverse of the above shape; a cylinder that
// has been clipped by the same heightfield as used to create the cap
// above. This yeilds a cylinder with a jaggy edge that mates with
// the clipped heightfield. Note that this cylinder, while it starts
// life with an infinate length, will now be clipped on both the top
// and the bottom to the same length as the heightfield height.
object {
Cylinder_Y
clipped_by {
height_field {
gif "plasma2.gif"
translate HF_Translate
scale HF_Scale
}
}
texture { Column_Texture }
}
// Now we've gotta "glue" a disk to the underside of the cylinder
// so that the object can be made longer. Overall object height
// will be HF_Roughness + the Y scale used below.
object {
object { Disk_Y translate -1*y }
texture { Column_Texture }
scale <1, 3, 1>
}
}
sphere { <0, 0, 0>, 100000
pigment { Gray30 }
finish { ambient 0.75}
}
light_source { <10, 50, 1> color Gray30 }
light_source { <60, 50, -100> color red 1 green 1 blue 1 }