home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Assembly 1994 - The 3rd Phase
/
ASMROM94.mdf
/
pc
/
demo
/
attic
/
attic.rr3
< prev
next >
Wrap
Text File
|
1994-08-03
|
6KB
|
175 lines
{
This is the script file for the first picture, the raytraced title, in
the demo 'The Attic', Digital House's Assembly 94 demo.
Both this script and the raytracer, RayRace 3, are made by Pointer
from Digital House.
The script is included for two reasons : first of all, you have proof
it isn't a 3D Studio picture, and you can also watch the script as
some sort of preview for the tracer itself. Enjoy.
}
#Include <colors.inc> { Colors.inc is basicaly a long list of
#VECTOR White = (1.0 1.0 1.0)
#VECTOR Blue = (0.0 0.0 1.0) etc... }
#Surface Yellow_Marble = { Define a surface called Yellow Marble as }
Surface < Marble { black and white marble, multi layered... }
Position (20 20 20) Scale (3 3 3) Turbulence 5
Colormap < 0 color (0.9 0.9 0.9)
color (0.5 0.5 0.5)
0.8 color (0.5 0.5 0.5)
color (0.2 0.2 0.2)
1 color (0.2 0.2 0.2)
color (0 0 0) >
>
Surface < Filter Yellow > { ... with a yellow filter }
NoSurface { No more layers }
#Surface Dark_Red_Marble = { Same story here }
Surface < Marble
Position (0 0 0) Scale (2 2 2) Turbulence 5
Colormap < 0 color (0.8 0.8 0.6)
color (0.8 0.4 0.4)
0.8 color (0.8 0.4 0.4)
color (0.8 0.2 0.2)
1 color (0.8 0.2 0.2)
color (0 0 0) >
>
Surface < Filter (0.2 0.2 0.2)>
NoSurface
{ Next is a square, with a bitmap on. The bitmap, 'testje', serves as
a 'map' : every pixel inside the bitmap colored black (color 0), will be
replaced as if the definition were 'Dark_Red_Marble' for the entire
square. Pixels colored with color 1, will become 'Yellow Marble'.
By putting 'Digital House' in color 1 on a black (color 0) background,
the effect as in the picture can be achieved. }
Square { This object will become 'box' in later
versions of the tracer... Time, you know }
< Position (-80 0 -20) Scale (80 80 0) Rotateview (0 0 0)
NoTexture
Surface < Bitmap TESTJE Projection Position (20 80 0)
Rotateview (180 0 0) Scale (160 160 100)
Surfacebased < Index 0 Dark_Red_Marble
Index 1 Yellow_Marble>
> Nosurface Opaque Nobumpmap
>
{ Next is a plane, also bitmapped but 'palettebased', meaning it's just
processed as is, with the colors as in the bitmap's palette. }
Plane
< Position (0 1 0) Radius 50 NoTexture
Surface < bitmap fract001 projection position (100 80 30) rotateview (90 30 0)
scale (300 300 100) palettebased > nosurface
opaque nobumpmap
>
{ Two spheres, both transparent. The Index Of Refraction is still 'fake',
meaning it's not suitable for values like Diamant (2.25). Still, it's
okay for now ;) }
Sphere
< Position (100 0 20) Radius 35
Texture < Color Black { Due to missing 'Alpha' support, make it black }
Specular 1
SpecColor White
Phong 50
Transparency 1 IOR 0.8 >
NoSurface Opaque NoBumpmap >
Sphere
< Position (120 40 100) Radius 35
Texture < Color Black { Due to missing 'Alpha' support, make it black }
Specular 1
SpecColor White
Phong 50
Transparency 1 IOR 0.8 >
NoSurface Opaque NoBumpmap >
{ Coming up is some stuff to make the scene look as if I had five months
work to compose it. }
Ellips < Position (150 0 100) Radius (40 20 10)
NoTexture
Yellow_Marble
Opaque
{ Fuck up the normals, so that it looks as if the ellips is bumpy }
Bumpmap < plasmatic scale (1 1 1) amplitude 1 > >
Ellips < Position (150 70 0) Rotateview (0 -30 0) Radius (40 20 10)
NoTexture
Yellow_Marble
Opaque
Bumpmap < plasmatic scale (1 1 1) amplitude 1 >>
Ellips < Position (120 0 80) Rotateview (0 50 0) Radius (40 20 10)
NoTexture
Yellow_Marble
Opaque
Bumpmap < plasmatic scale (1 1 1) amplitude 1 >>
{ Reflective sphere with stronger bumpmapping, to show that feature clearer }
Sphere
< Position (50 0 -100) Radius 40
Texture < Color (0.05 0.05 0.05)
Specular 1
Speccolor White Phong 200
Reflection 1 >
NoSurface Opaque
Bumpmap <plasmatic scale (3 3 3) amplitude 2 >
>
{ Simple cylinder 'coz there's too much mass in the right-lower corner
without it (yeah, some real Design here !) }
ZCylinder
< Position (-100 80 0) Rotateview (0 15 0) Radius 10
Texture < Diffuse 0.7
Specular 0.3
Speccolor Blue
Phong 30
Reflection 0.4 >
{ Slightly spotted }
Surface < Plasmatic Position (0 0 0) Scale (3 3 3) Turbulence 5
ColorMap < 0 Color (0 0 0)
Color (0.5 0 0)
0.5 Color (0.5 0 0)
Color (1 1 0)
1 Color (1 1 0)
Color Black > > Nosurface
Opaque NoBumpmap >
Camera
< Rotatepos (-30 10 5) Rotateview (-30 10 5) >
light < position (-100 100 -300)
color (80 0 120) >
light < position (50 100 -200)
color (255 255 255) >.
That's it. For more info on the raytracer, its possibilities and its
shortcomings, get your hands on the previously released
CSG4.ZIP with a simple but 'AntiOpaque' showing picture and
KDR.FLI a fli file showing marble, bumpmapping, movable camera.
I have absolutely no idea when RayRace 3 is to be released, as it's extremely
buggy; someone said I should never have called it 'RayRace 3', especially
that '3' at the end seemed ... eh... you know. Anyway.
We have, beside the tracer, plans to produce more stuff, like something to
liven up your desktop with, and even a game, becoz we feel there's a good old
game on our attic which might be worth a VGA-rebirth... We'll (North)sea !
Greetings, Pointer / DH