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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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hollow2.pov
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1997-12-12
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//
// Persistence Of Vision raytracer version 3.0 sample scene by Dieter Bayer.
//
// This scene shows the effect of solid vs. hollow objects.
//
// Both spheres in this scene are enclosed by a halo container object.
//
// The left sphere is solid, i.e. it's not filled with the halo.
// The right sphere is hollow, i.e. it's filled with the halo.
//
// Note that you can see some discontinuities in the halo of the
// right sphere. This is caused be the refraction. After the rays
// are bent they travel through the halo on a different path
// resulting in a different result than that for an unbend ray,
// which would show no discontinuities.
//
#global_settings { assumed_gamma 2.2 }
#include "colors.inc"
camera {
location <0, 20, -100>
direction <0, 0, 1>
up <0, 1, 0>
right <4/3, 0, 0>
}
//
// Put down the beloved famous raytrace blue/green checkered floor
//
plane { y, -10
pigment {
checker colour Blue colour Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
//
// Use beloved famous raytrace blue/green checkered wall
//
plane { z, 50
pigment {
checker colour Blue colour Green
scale 20
}
finish {
ambient 0.2
diffuse 0.8
}
hollow
}
//
// Declare halo.
//
#declare Halo = texture {
pigment { colour Clear }
halo {
emitting
spherical_mapping
linear
turbulence 0.1
colour_map {
[ 0 color rgbt <1, 0, 0, 1> ]
[ 1 color rgbt <1, 1, 0, -10> ]
}
samples 5
}
}
//
// Solid, translucent sphere enclosed by halo.
//
sphere { <-29, 20, 0>, 25
pigment { rgbt<1, 1, 1, 0.9> }
finish {
ambient 0.0
diffuse 0.0
phong 1.0
phong_size 200
refraction 1
ior 1.1
}
hollow no
}
sphere { 0, 1 texture { Halo } scale 28 translate <-29, 20, 0> hollow }
//
// Hollow, translucent sphere enclosed by halo.
//
sphere { <29, 20, 0>, 25
pigment { rgbt<1, 1, 1, 0.9> }
finish {
ambient 0.0
diffuse 0.0
phong 1.0
phong_size 200
refraction 1
ior 1.1
}
hollow yes
}
sphere { 0, 1 texture { Halo } scale 28 translate <29, 20, 0> hollow }
//
// Cast some light.
//
light_source {
<500, 600, -200>
colour White
}