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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_060
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pov3demo
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radios
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rad2.pov
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1997-12-12
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// Persistence Of Vision raytracer version 3.0 sample file.
// File by Dan Farmer
// Radiosity demonstration
#version 3.0
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "glass.inc"
#include "metals.inc"
#include "consts.inc"
#include "rad2.inc"
// Constants used by 'rad_def.inc' are set in 'const.inc'
//#declare Rad_Quality = Radiosity_Debug
//#declare Rad_Quality = Radiosity_Fast
//#declare Rad_Quality = Radiosity_Normal
//#declare Rad_Quality = Radiosity_2Bounce
#declare Rad_Quality = Radiosity_Final
#include "rad_def.inc"
#declare Area_Lights = on
#if(Area_Lights)
#debug "\nArea lights are ON"
#else
#debug "\nArea lights are OFF"
#end
background { White }
camera { // Camera Camera01
location <-1.500, -29.900, 2.000>
direction <0.0, 0.0, 1.75>
sky <0.0, 0.0, 1.0> // Use right handed-system!
up <0.0, 0.0, 1.0> // Where Z is up
right <1.3333, 0.0, 0.0>
look_at <0.50, 0.000, -1.0>
}
#declare Dist=15
#declare L = 0.7
light_source { // Light001
<0.000, 0.000, 7.500>
color rgb L
#if(Area_Lights)
#debug "\nDing! Area light #1 turned on."
area_light <-6, -6, 0>, <6, 6, 0>, 5, 5
adaptive 1
jitter
#end
fade_distance Dist fade_power 2
}
light_source { // Light002
<4.000, 15.000, 7.500>
color rgb L
#if(Area_Lights)
#debug "\nBing! Area light #2 turned on.\n"
area_light <-1.5, -1.5, 0>, <1.5, 1.5, 0>, 5, 5
adaptive 1
jitter
#end
fade_distance Dist fade_power 2
}
// ******** O B J E C T S *******
#declare A_Ball =
object { // Sphere001
sphere {<0,0,0>,1}
texture {
Ball_Texture
}
scale <3.824621, 3.824621, 3.824621>
translate <-5.000000, 20.000000, -3.000000>
}
// Extra objects to place inside
#declare A_Cone =
cone { // Cone001
<0,0,0>, 0.00000
<0,0,1>, 1.00000
texture {
Cone_Texture
}
scale <2.000000, 2.000000, 12.000000>
rotate <-180.000000, 0.000000, 0.000000>
translate <-4.603342, 11.005570, -2>
}
#declare A_Super_El =
superellipsoid { <.3, .3>
texture {
Box_Texture
}
scale <2.000000, 2.000000, 4.000000>
rotate z*45
translate <6.000000, 10.000000, -6.000000>
}
#declare A_Torus =
torus { // Torus001
2.000, 1.000 // Major, minor radius
rotate -x*90
texture {
Torus_Texture
}
rotate x*35
translate <0,0, 1>
translate <0, 10, -8>
}
#declare Room =
union {
box { // LeftWall
<-1, -1, -1>, <1, 1, 1>
texture {
LeftWallTex
}
scale <0.010000, 30.000999, 10.001000>
translate <-10.000000, 0.000000, 0.000000>
}
box { // RightWall
<-1, -1, -1>, <1, 1, 1>
texture {
RightWallTex
}
scale <0.010000, 30.000999, 10.001000>
translate <10.000000, 0.000000, 0.000000>
}
box { // Floor
<-1, -1, -1>, <1, 1, 1>
scale <20.010000, 30.000999,0.00001>
translate <10.000000, 0.000000, -9.999999>
texture {
pigment { checker color ForestGreen color SteelBlue
scale < 5 5 1 >
}
finish { reflection 0.15 }
}
}
box { // Room
<-1, -1, -1>, <1, 1, 1>
texture {
Room_Texture
}
scale <10.000000, 30.000000, 10.000000>
}
}
object { Room }
object { A_Ball }
// object { A_Cone }
object { A_Super_El }
// object { A_Torus }