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Amiga MA Magazine 1998 #7
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amigamamagazinepolishissue1998.iso
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varia
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povray3
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povray3_040
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pov3demo
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atmos
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atmos5.pov
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1997-12-12
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//
// Persistence Of Vision raytracer version 3.0 sample file.
//
// This scene shows the effect of a partially transparent image
// map inside an atmopshere.
//
#version 3.0
global_settings { assumed_gamma 2.2 }
camera {
location <0, 3, -10>
look_at <0, -0.5, 0>
angle 13
}
//
// Declare the various atmospheres.
//
// Note the different reflectivities due to the different scattering models.
//
//
// Atmosphere with isotropic scattering (independent of incident light).
//
#declare Atmosphere1 = atmosphere {
type 1
samples 10 // Number of samples in first distance interval
distance 50 // Atmosphere density, similar to fog
scattering 0.8 // Reflectivity of atmosphere, determines brightness
aa_level 5 // Level of binary subdivision in case of aa
aa_threshold 0.1 // Threshold for aa to push in
jitter 0.1 // Amount of sample jittering
}
//
// Atmosphere with Mie cattering, hazy atmosphere (dependent of incident light).
//
#declare Atmosphere2 = atmosphere {
type 2
samples 10 // Number of samples in first distance interval
distance 50 // Atmosphere density, similar to fog
scattering 1.0 // Reflectivity of atmosphere, determines brightness
aa_level 5 // Level of binary subdivision in case of aa
aa_threshold 0.1 // Threshold for aa to push in
jitter 0.1 // Amount of sample jittering
}
//
// Atmosphere with Mie scattering, murky atmosphere (dependent of incident light).
//
#declare Atmosphere3 = atmosphere {
type 3
samples 10 // Number of samples in first distance interval
distance 50 // Atmosphere density, similar to fog
scattering 1.0 // Reflectivity of atmosphere, determines brightness
aa_level 5 // Level of binary subdivision in case of aa
aa_threshold 0.1 // Threshold for aa to push in
jitter 0.1 // Amount of sample jittering
}
//
// Atmosphere with Rayleigh scattering (dependent of incident light).
//
#declare Atmosphere4 = atmosphere {
type 4
samples 10 // Number of samples in first distance interval
distance 50 // Atmosphere density, similar to fog
scattering 0.8 // Reflectivity of atmosphere, determines brightness
aa_level 5 // Level of binary subdivision in case of aa
aa_threshold 0.1 // Threshold for aa to push in
jitter 0.1 // Amount of sample jittering
}
//
// Use atmosphere.
//
atmosphere { Atmosphere1 }
//
// A shadowless light source that does not interact with the atmosphere.
//
light_source { <100, 100, -100> color rgb 0.3 atmosphere off shadowless }
//
// A spotlight pointing at the image map.
//
light_source {
<0, 5, 0>
color rgb 1
spotlight
point_at <0, 0, 0>
falloff 10
radius 8
}
//
// The partially translucent image map.
//
polygon {
5, <-1, -1, 0>, <1, -1, 0>, <1, 1, 0>, <-1, 1, 0>, <-1, -1, 0>
pigment {
image_map {
gif "test.gif"
once
interpolate 4
transmit 5, 1
}
translate <-0.5, -0.5, 0>
}
scale 2
rotate 90*x
hollow
}
//
// The ground.
//
plane { y, -1 pigment { color rgb 1 } hollow }