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smoke.pov
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1995-11-25
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2KB
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// Persistence Of Vision Raytracer version 2.0 sample file.
// Dark, smokey glass ball
// Quick example of how to make a "black" filter.
// Just use dark shades of gray.
#declare Gray90 = color red .9 green .9 blue .9
#declare Gray80 = color red .8 green .8 blue .8
#declare Gray70 = color red .7 green .7 blue .7
#declare Gray60 = color red .6 green .6 blue .6
#declare Gray40 = color red .4 green .4 blue .4
#declare Gray30 = color red .3 green .3 blue .3
#declare White = color red 1 green 1 blue 1
#declare Blue = color blue 1
#declare Red = color red 1
#declare Yellow = color red 1 green 1
#declare Black_Smoke =
pigment {
bozo
turbulence 0.2
color_map {
[0 0.1 color Gray80 filter 1 color Gray60 filter 0.7]
[0.1 1 color Gray60 filter 0.7 color Gray30 filter 0.6]
}
}
#declare Dark_Smoke =
pigment {
bozo
turbulence 0.2
color_map {
[ 0 .1 color Gray90 filter 1 color Gray70 filter 0.8 ]
[ .1 1 color Gray70 filter 0.8 color Gray40 filter 0.7 ]
}
}
camera {
location <0.0, 3.0, -10.0>
direction <0.0, 0.0, 1.0>
up <0.0, 1.0, 0.0>
right <4/3, 0.0, 0.0>
look_at <0, 2, 0>
}
// Light source
light_source { <10, 20, -30> color White }
// Leopard Sky
sphere { <0, 0, 0>, 100
pigment {
leopard
color_map { [ 0 1 color Yellow color Red] }
scale 5
}
finish {
ambient 0.8 // make it "glow"
diffuse 0
}
}
// Black Glass Sphere
sphere { <0, 3, 0>, 3
// Try with no refraction or specular
pigment { Dark_Smoke }
finish {
specular 0.9
roughness 0.001
ior 1.51
refraction 1
}
}
// Bright and Hokey checkered floor
plane { y, 0
pigment {
checker color White color Blue
scale 5
}
finish { diffuse 0.8 }
}