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level3
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oak2.pov
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1995-11-25
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5KB
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190 lines
// Persistence Of Vision Raytracer version 2.0 sample file.
// Scene file by Dan Farmer November, 1991
//
// note: To properly process on a pc, the resultant .gif file should
// be modified with piclab: brighten 20 contrast 45, gamma 0.6, transform
//
// Many of the declarations here are not the same as in the #include files!
//=========================================================================
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
#declare BlueViolet = color red 0.38 green 0.39 blue 0.58 // tce designed color
#declare DarkPurple = color red 0.53 green 0.12 blue 0.47
#declare CoolCopper = color red 0.85 green 0.53 blue 0.10
#declare LightWood = color red 0.91 green 0.76 blue 0.65
#declare MediumWood = color red 0.65 green 0.50 blue 0.39
#declare DarkWood = color red 0.52 green 0.37 blue 0.26
#declare SemiSweetChoc = color red 0.42 green 0.26 blue 0.15
#declare BakersChoc = color red 0.36 green 0.20 blue 0.09
#declare VeryDarkBrown = color red 0.35 green 0.00 blue 0.14
// a unit sphere is one with radius of 1.0.
// This shape is equivilent in size to a unit sphere {
// and will scale evenly in all directions.
#declare Torus = torus { 1.0, 0.25 }
#declare LeftTopElbow = object {
Torus
rotate 90*x
clipped_by {
plane { x, 0 }
plane { -y, 0 }
}
texture { Copper_Texture pigment { quick_color Red } }
}
#declare RightTopElbow = object {
Torus
rotate 90*x
clipped_by {
plane { -x, 0 }
plane { -y, 0 }
}
texture { Copper_Texture pigment { quick_color Red } }
}
#declare XTube = cylinder {
-x, x, 1
texture { Copper_Texture pigment { quick_color Red } }
}
#declare YTube = cylinder {
-y, y, 1
texture { Copper_Texture pigment { quick_color Red } }
}
camera {
location <20, 15, -35>
direction <0, 0, 1.2>
up <0, 1, 0>
right <4/3, 0, 0>
look_at <1.5, 5, 0>
}
#declare Light = color red 0.75 green 0.75 blue 0.75
light_source { <-30, 500, -1.0> colour Light }
light_source { <-5, 30, -50> colour Light }
/* floor */
plane {
y, -6
pigment {
granite
color_map { [0.0 1.01 color BlueViolet color DarkPurple] }
quick_color White
}
finish {
reflection 0.15
ambient 0.075 diffuse 0.5
}
}
#declare Oak = pigment {
wood
turbulence 0.05
colour_map {
[0.00 0.10 color SemiSweetChoc color SemiSweetChoc]
[0.10 0.90 color SemiSweetChoc color DarkWood]
[0.90 1.01 color DarkWood color DarkWood ]
}
}
#declare WoodSphere = sphere {
<0, 0, 0>, 10
texture {
pigment {
Oak
scale <0.5, 0.5, 1.0>
translate <0.25, 0.05, 0.5>
rotate <0, 0, 0.5>
quick_color White
}
finish {
Shiny
reflection 0.12
ambient 0.075
diffuse 0.7
}
}
texture {
finish {
Shiny
ambient 0.075 diffuse 0.7
}
pigment { Clear }
}
}
#declare Chamfer = union {
object { Disk_X scale <12.5, 0.65, 0.65> translate <0, 0, -12> }
object { Disk_X scale <12.5, 0.65, 0.65> translate <0, 0, 12> }
object { Disk_Z scale <0.65, 0.65, 12.5> translate <-12, 0, 0> }
object { Disk_Z scale <0.65, 0.65, 12.5> translate <12, 0, 0> }
}
#declare BrassBall = sphere {
<0, 0, 0>, 1.5
texture { Brass_Texture pigment { quick_color Red } }
}
#declare Railing = union {
object { LeftTopElbow translate <-8, 0, 0> }
object { RightTopElbow translate <+8, 0, 0> }
object { XTube scale <8.0, 0.25, 0.25> translate <0, 1, 0> }
object { YTube scale <0.25, 2, 0.25> translate <+9, -2, 0> }
object { YTube scale <0.25, 2, 0.25> translate <-9, -2, 0> }
}
#declare Base = difference {
object { Cube scale <12, 2, 12> }
object { Chamfer translate <0, 2, 0> }
texture {
pigment {
Oak
scale <0.45, 0.45, 0.7>
rotate <0.20, 0.10, 0.05>
translate <0, -1, 0>
quick_color Red
}
finish {
Shiny
reflection 0.15
ambient 0.075 diffuse 0.7
}
}
texture {
finish {
Shiny
ambient 0.075 diffuse 0.7
}
pigment { Clear }
}
translate <0, -1, 0>
}
union {
object { WoodSphere translate <0, 9.5, 0> }
object { Base }
object { BrassBall translate < 10, -4.5, 10> }
object { BrassBall translate < 10, -4.5, -10> }
object { BrassBall translate <-10, -4.5, 10> }
object { BrassBall translate <-10, -4.5, -10> }
object { Railing translate <0, 3, 10> }
object { Railing translate <0, 3, -10> }
object { Railing rotate 90*y translate < 10, 3, 0> }
object { Railing rotate 90*y translate <-10, 3, 0> }
}