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Crawly Crypt Collection 2
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smoke.pov
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1992-07-21
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2KB
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// Persistence Of Vision Raytracer version 1.0 sample file.
// Dark, smokey glass ball
// Quick example of how to make a "black" filter.
// Just use dark shades of gray.
#declare Gray90 = color red .9 green .9 blue .9
#declare Gray80 = color red .8 green .8 blue .8
#declare Gray70 = color red .7 green .7 blue .7
#declare Gray60 = color red .6 green .6 blue .6
#declare Gray40 = color red .4 green .4 blue .4
#declare Gray30 = color red .3 green .3 blue .3
#declare White = color red 1 green 1 blue 1
#declare Blue = color blue 1
#declare Red = color red 1
#declare Yellow = color red 1 green 1
#declare Black_Smoke =
texture {
bozo
turbulence 0.2
color_map {
[ 0 .1 color Gray80 alpha 1 color Gray60 alpha .7 ]
[ .1 1 color Gray60 alpha .7 color Gray30 alpha 0.6 ]
}
}
#declare Dark_Smoke =
texture {
bozo
turbulence 0.2
color_map {
[ 0 .1 color Gray90 alpha 1 color Gray70 alpha .8 ]
[ .1 1 color Gray70 alpha .8 color Gray40 alpha 0.7 ]
}
}
camera {
location <0.0 3.0 -10.0>
direction <0.0 0.0 1.0>
up <0.0 1.0 0.0>
right <1.33333 0.0 0.0>
look_at <0 2 0>
}
// Light source
object {
light_source {
<10 20 -30>
color White
}
}
// Leopard Sky
object {
sphere { <0 0 0> 100 }
texture {
leopard
color_map { [ 0 1 color Yellow color Red ] }
ambient .8 // make it "glow"
diffuse 0
scale <5 5 5>
}
}
// Black Glass Sphere
object {
sphere { <0 3 0> 3 }
// Try with no refraction or specular
texture { Dark_Smoke specular .9 roughness .001 ior 1.51 refraction 1 }
}
// Bright and Hokey checkered floor
object { plane { <0 1 0> 0 } texture { checker color White color Blue diffuse .8 scale <5 5 5>} }