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Amiga MA Magazine 1998 #7
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povray3
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shear2.pov
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1997-12-12
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// Persistence Of Vision raytracer version 3.0 sample file.
// This scenes shows how to do shear with the matrix transformation.
#version 3.0
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#declare Col1 = -6
#declare Col2 = -3
#declare Col3 = 0
#declare Col4 = 3
#declare Col5 = 6
#declare Row1 = 5
#declare Row2 = 0
#declare Row3 = -5
camera {
orthographic
location <25, 25, -50>
right 15 * 4/3 * x
up 15 * y
look_at <0, 0, 0>
}
light_source { <200, 200, -200> color rgb <1,1,1> }
//
// Use aloved famous raytrace green/yellow checkered wall
//
plane { z, 2
pigment {
checker colour Yellow colour Green
scale 2
}
finish {
ambient 0.2
diffuse 0.8
}
}
//
// Declare object to use.
//
#declare Thing = box { -1, 1 pigment { color Red } }
//#declare Thing = sphere { 0, 1 pigment { color Red } }
//#declare Thing = cylinder { -y, y, 1 pigment { color Red } }
//#declare Thing = torus { 1, 0.2 pigment { color Red } }
/*
#declare Thing = blob {
threshold 0.6
component 1.0, 1.0, <.75, 0, 0>
component 1.0, 1.0, <-.375, .64952, 0>
component 1.0, 1.0, <-.375, -.64952, 0>
pigment { color Red }
}
*/
//
// Place several objects sheared in negative x direction.
//
object { Thing
matrix < 1, 0, 0,
0, 1, 0,
0, 0, 1,
Col1, Row1, 0 >
}
object { Thing
matrix < 1, 0, 0,
-0.2, 1, 0,
0, 0, 1,
Col2, Row1, 0 >
}
object { Thing
matrix < 1, 0, 0,
-0.4, 1, 0,
0, 0, 1,
Col3, Row1, 0 >
}
object { Thing
matrix < 1, 0, 0,
-0.6, 1, 0,
0, 0, 1,
Col4, Row1, 0 >
}
object { Thing
matrix < 1, 0, 0,
-0.8, 1, 0,
0, 0, 1,
Col5, Row1, 0 >
}
//
// Place several objects sheared in negative y direction.
//
object { Thing
matrix < 1, 0, 0,
0, 1, 0,
0, 0, 1,
Col1, Row2, 0 >
}
object { Thing
matrix < 1, -0.2, 0,
0, 1, 0,
0, 0, 1,
Col2, Row2, 0 >
}
object { Thing
matrix < 1, -0.4, 0,
0, 1, 0,
0, 0, 1,
Col3, Row2, 0 >
}
object { Thing
matrix < 1, -0.6, 0,
0, 1, 0,
0, 0, 1,
Col4, Row2, 0 >
}
object { Thing
matrix < 1, -0.8, 0,
0, 1, 0,
0, 0, 1,
Col5, Row2, 0 >
}
//
// Place several objects sheared in negative z direction.
//
object { Thing
matrix < 1, 0, 0,
0, 1, 0,
0, 0, 1,
Col1, Row3, 0 >
}
object { Thing
matrix < 1, 0, 0,
0, 1, 0,
-0.2, 0, 1,
Col2, Row3, 0 >
}
object { Thing
matrix < 1, 0, 0,
0, 1, 0,
-0.4, 0, 1,
Col3, Row3, 0 >
}
object { Thing
matrix < 1, 0, 0,
0, 1, 0,
-0.6, 0, 1,
Col4, Row3, 0 >
}
object { Thing
matrix < 1, 0, 0,
0, 1, 0,
-0.8, 0, 1,
Col5, Row3, 0 >
}