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- /*#########################################################################
- ##
- ## File: itest.pov
- ##
- ## Authors:
- ## Bob Jamison
- ##
- ## Copyright (C) 2004 The Inkscape Organization
- ##
- ## Released under GNU GPL, read the file 'COPYING' for more information
- ##
- ###########################################################################
- ##
- ## This simple file is provided to demonstrate POV output from Inkscape.
- ## PovRay output is intended for people who have had moderate experience
- ## with authoring POV files. This is NOT for beginners.
- ##
- ## To use:
- ## 1) Install PovRay, version 3.5 or above, and put the povray executable
- ## in your PATH. PovRay is found at http://www.povray.org . For
- ## PovRay-specific questions, please look there. They are the experts.
- ##
- ## 2) Copy this file to a working area.
- ##
- ## 3) Make or load a document in Inkscape with some shapes in it.
- ##
- ## 4) Save as a .pov file using the SaveAs dialog. For this example, save
- ## it in the same directory as this file, with the name 'isshapes.pov'
- ##
- ## 5) Execute povray with this file. An example command would be:
- ##
- ## povray +X +V +A +W320 +H320 +Iistest.pov +FN
- ##
- ## 6) Adjust the values to suit your needs and desires. Have fun.
- ##
- #########################################################################*/
-
- /*#########################################################################
- # Some standard PovRay scene additives
- #########################################################################*/
-
- #include "colors.inc"
- #include "textures.inc"
- #include "shapes.inc"
- #include "metals.inc"
- #include "skies.inc"
-
- /*#########################################################################
- # Note the Z-order differentation of the prisms in the object is
- # normally just sufficient to display all of the objects, and
- # avoid 'black spots' where surfaces are coincident. This can
- # be adjusted by changing the value below.
- #########################################################################*/
-
- /*
- #declare AllShapes_Z_Increment = 0.008;
- */
-
-
- /*#########################################################################
- # Note that the finish of the "all shapes" object exported
- # at the end of the shapes file can be modified, by defining
- # if before the #include. Uncomment the following declaration
- # to adjust it. Have fun.
- #########################################################################*/
-
- /*
- #declare AllShapes_Finish = finish {
- phong 0.7
- reflection 0.5
- specular 0.8
- }
- */
-
- /*#########################################################################
- # Our Inkscape-exported shapes file
- #########################################################################*/
-
- #include "isshapes.pov"
-
- /*#########################################################################
- # Move the camera back in the -Z direction, about 1.5 times the width
- # or height of the image. This will provide about a 60-degree view.
- # 'AllShapes' is an item in isshapes.pov, and refers to the union of
- # all of the shapes exported.
- #########################################################################*/
-
- camera {
- location <0, 0, -(AllShapes_WIDTH * 1.5)>
- look_at <0, 0, 0>
- right x*image_width/image_height
- }
-
- /*#########################################################################
- # Put one or two lights in front of the objects, and at an angle to
- # the viewer.
- #########################################################################*/
-
- light_source { <-200, 1, -8000> color White}
- light_source { < 200, 100, -600> color White}
-
-
- /*#########################################################################
- # Make a pretty background, for contrast
- #########################################################################*/
-
- sky_sphere {
- pigment {
- gradient y
- color_map {
- [ 0.5 color CornflowerBlue ]
- [ 1.0 color MidnightBlue ]
- }
- scale 1000
- translate -1
- }
- }
-
-
- /*#########################################################################
- # Now let us use our shapes. We can include them individually, or include
- # them as a group. Notice that we have two AllShapes. One plain, and
- # an AllShapesZ. The 'Z' version is different in that the shapes are
- # shifted slightly higher in their order of creation, so that coincident
- # shapes can be discerned.
- #########################################################################*/
-
-
- object {
- /*
- //## Individually
- union{
- object { droplet01 }
- object { droplet02 }
- object { droplet03 }
- object { mountainDroplet }
- }
- */
-
- //## As a group
- object { AllShapes_Z }
-
-
- translate<-AllShapes_CENTER_X, 0, -AllShapes_CENTER_Y>
- scale < 1, 60, 1>
- rotate <-90, 0, 0> //x first
- rotate < 0, 0, 0> //z second
- rotate < 20, 0, 0> //whatever else
- rotate < 0, -27, 0> //whatever else
-
- }//object
-
-
-
- /*#########################################################################
- # End of File
- #########################################################################*/
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