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arealit3.pov
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1995-11-25
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// Persistence Of Vision raytracer version 2.0 sample file.
// Illustrates how adaptive level can affect soft shadows
// The shadow on the left uses "adaptive 0" and shows some major shadow
// artifacts causes by undersampling. As the adaptive level increases
// the shadow become much more accurate. Note: This is a worst-case
// example.
// Left shadow - adaptive 0 (renders fastest)
// Middle shadow - adaptive 1
// Right shadow - adaptive 2 (renders slowest)
#include "colors.inc"
#include "textures.inc"
// A back wall to cast shadows onto
plane { -z, -20
pigment { Gray70 }
finish { Dull }
}
#declare SpacingX = 20
#declare Radius = 5
#declare LightX = 15
#declare LightY = 40
#declare LightZ = -40
#declare SRadius = 0
#declare SFalloff = 11
#declare Object = difference {
box { <-6, -6, 0>, <6, 6, 0.5> rotate 45*z }
box { <-2.5, -2.5, -1>, <2.5, 2.5, 1> rotate 45*z }
pigment { Red }
finish { Shiny }
}
object { Object translate -SpacingX*x }
light_source {
<0, LightY, LightZ> color White
area_light <15, 0, 0>, <0, 15, 0>, 17, 17
adaptive 0
jitter
spotlight
point_at <-SpacingX, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}
object { Object translate 0*x }
light_source {
<0, LightY, LightZ> color White
area_light <15, 0, 0>, <0, 15, 0>, 17, 17
adaptive 1
jitter
spotlight
point_at <0, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}
object { Object translate SpacingX*x }
light_source {
<0, LightY, LightZ> color White
area_light <15, 0, 0>, <0, 15, 0>, 17, 17
adaptive 2
jitter
spotlight
point_at <+SpacingX, 0, 0>
tightness 0
radius SRadius
falloff SFalloff
}
light_source { <0, -15, -120> color Gray10 }
camera {
location <0, -15, -120>
direction 2*z
look_at <0, -15, 0>
}