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Amiga MA Magazine 1998 #7
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amigamamagazinepolishissue1998.iso
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povray3
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atmos1.pov
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Text File
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1997-12-12
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4KB
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153 lines
// Persistence Of Vision raytracer version 3.0 sample file.
// File by Dieter Bayer
// Atmospheric environment with spotlights.
#version 3.0
global_settings { assumed_gamma 2.2 }
camera {
location <10, 6, -20>
right <4/3, 0, 0>
up <0, 1, 0>
direction <0, 0, 1.5>
look_at <3, 4, 0>
}
//
// 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 20 // Number of samples in first distance interval
distance 20 // Atmosphere density, similar to fog
scattering 0.3 // Reflectivity of atmosphere, determines brightness
aa_level 8 // Level of binary subdivision in case of aa
aa_threshold 0.1 // Threshold for aa to push in
jitter 0.2 // Amount of sample jittering
}
//
// Atmosphere with Mie cattering, hazy atmosphere (dependent of incident light).
//
#declare Atmosphere2 = atmosphere {
type 2
samples 20 // Number of samples in first distance interval
distance 20 // Atmosphere density, similar to fog
scattering 1.2 // Reflectivity of atmosphere, determines brightness
aa_level 8 // Level of binary subdivision in case of aa
aa_threshold 0.1 // Threshold for aa to push in
jitter 0.2 // Amount of sample jittering
}
//
// Atmosphere with Mie scattering, murky atmosphere (dependent of incident light).
//
#declare Atmosphere3 = atmosphere {
type 3
samples 20 // Number of samples in first distance interval
distance 20 // Atmosphere density, similar to fog
scattering 1.5 // Reflectivity of atmosphere, determines brightness
aa_level 8 // Level of binary subdivision in case of aa
aa_threshold 0.1 // Threshold for aa to push in
jitter 0.2 // Amount of sample jittering
}
//
// Atmosphere with Rayleigh scattering (dependent of incident light).
//
#declare Atmosphere4 = atmosphere {
type 4
samples 20 // Number of samples in first distance interval
distance 20 // Atmosphere density, similar to fog
scattering 0.6 // Reflectivity of atmosphere, determines brightness
aa_level 8 // Level of binary subdivision in case of aa
aa_threshold 0.1 // Threshold for aa to push in
jitter 0.2 // Amount of sample jittering
}
//
// Use atmosphere.
//
atmosphere { Atmosphere1 }
//
// Light source not interacting with the atmosphere.
//
light_source { <0, 15, 0> color red .7 green .7 blue .7 atmosphere off }
//
// Spotlights pointing at balls.
//
light_source {
<-10, 15, -5> color red 1 green .3 blue .3
spotlight
point_at <-5, 5, 0>
radius 10
falloff 15
tightness 1
atmospheric_attenuation on
}
light_source {
<-5, 15, -5> color red .3 green 1 blue .3
spotlight
point_at <0, 5, 0>
radius 10
falloff 15
tightness 1
atmospheric_attenuation on
}
light_source {
<0, 15, -5> color red .3 green .3 blue 1
spotlight
point_at <5, 5, 0>
radius 10
falloff 15
tightness 1
atmospheric_attenuation on
}
//
// Room.
//
box { <-20, 0, -20>, <20, 20, 20>
pigment { color red 1 green 1 blue 1 }
finish { ambient 0.2 diffuse 0.5 }
hollow
}
//
// Balls.
//
sphere { <-5, 5, 0>, 1
pigment { color red 1 green 1 blue 1 }
finish { ambient 0.3 diffuse 0.7 phong 1 }
}
sphere { <0, 5, 0>, 1
pigment { color red 1 green 1 blue 1 }
finish { ambient 0.3 diffuse 0.7 phong 1 }
}
sphere { <5, 5, 0>, 1
pigment { color red 1 green 1 blue 1 }
finish { ambient 0.3 diffuse 0.7 phong 1 }
}