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Halo
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Emit2
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Text File
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1996-03-10
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6KB
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354 lines
// Persistence Of Vision raytracer version 3.0 sample file.
// File by Dieter Bayer
// This scene shows emitting halos with a linear density function
// and spherical mapping with different color maps.
#version 3.0
global_settings { assumed_gamma 2.2 }
#include "colors.inc"
camera {
orthographic
location <0, 0, -10>
right 16 * 4/3 * x
up 16 * y
look_at <0, 0, 0>
}
light_source { <50, 50, -100> color White }
plane { <0, 0, 1>, 5
pigment { checker color Green color Blue }
finish { ambient 0.1 diffuse 0.4 }
hollow
}
#declare Row1 = +6
#declare Row2 = +2
#declare Row3 = -2
#declare Row4 = -6
#declare Col1 = -6
#declare Col2 = -2
#declare Col3 = +2
#declare Col4 = +6
#declare Turbulence = 0
#declare Samples = 5
//
// Declare container object.
//
#declare Thing = sphere { 0, 1 hollow scale 1.5 }
//
// Declare basic texture.
//
#declare Texture = texture {
pigment { color Clear }
finish { ambient 0 diffuse 0 }
}
//
// Declare basic halo.
//
#declare Halo = halo {
linear
emitting
spherical_mapping
max_value 1
color_map
{
[0.0 color rgbt<1, 0, 0, 1>]
[1.0 color rgbt<1, 1, 0, 0>]
}
turbulence Turbulence
samples Samples
aa_level 3
aa_threshold 0.3
scale 1.5
}
//
// Declare four halos with increasing filter value, i.e.
// increasing opacity for the high density color.
//
#declare Texture01 =
texture {
Texture
halo {
Halo
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[1.0 color rgbf<1, 1, 0, 0.25>]
}
}
}
#declare Texture02 =
texture {
Texture
halo {
Halo
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[1.0 color rgbf<1, 1, 0, 0.5>]
}
}
}
#declare Texture03 =
texture {
Texture
halo {
Halo
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[1.0 color rgbf<1, 1, 0, 0.75> ]
}
}
}
#declare Texture04 =
texture {
Texture
halo {
Halo
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[1.0 color rgbf<1, 1, 0, 1>]
}
}
}
//
// Declare four halos with increasing filter value, i.e.
// increasing opacity for the low density color.
//
#declare Texture05 =
texture {
Texture
halo {
Halo
color_map
{
[0.0 color rgbf<1, 0, 0, 0.25>]
[1.0 color rgbf<1, 1, 0, 1>]
}
}
}
//
// Declare halo
//
#declare Texture06 =
texture {
Texture
halo {
Halo
color_map
{
[0.0 color rgbf<1, 0, 0, 0.5>]
[1.0 color rgbf<1, 1, 0, 1>]
}
}
}
#declare Texture07 =
texture {
Texture
halo {
Halo
color_map
{
[0.0 color rgbf<1, 0, 0, 0.75>]
[1.0 color rgbf<1, 1, 0, 1>]
}
}
}
#declare Texture08 =
texture {
Texture
halo {
Halo
color_map
{
[0.0 color rgbf<1, 0, 0, 1>]
[1.0 color rgbf<1, 1, 0, 1>]
}
}
}
//
// Declare four halos with increasing max_value.
//
#declare Texture09 =
texture {
Texture
halo {
Halo
max_value 1
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[0.5 color rgbf<1, 1, 0, 1>]
[1.0 color rgbf<1, 0, 0, 0>]
}
}
}
#declare Texture10 =
texture {
Texture
halo {
Halo
max_value 2
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[0.5 color rgbf<1, 1, 0, 1>]
[1.0 color rgbf<1, 0, 0, 0>]
}
}
}
#declare Texture11 =
texture {
Texture
halo {
Halo
max_value 3
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[0.5 color rgbf<1, 1, 0, 1>]
[1.0 color rgbf<1, 0, 0, 0>]
}
}
}
#declare Texture12 =
texture {
Texture
halo {
Halo
max_value 4
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[0.5 color rgbf<1, 1, 0, 1>]
[1.0 color rgbf<1, 0, 0, 0>]
}
}
}
//
// Declare four halos with increasing frequencies and peridioc color map.
//
#declare Texture13 =
texture {
Texture
halo {
Halo
frequency 1
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[0.5 color rgbf<1, 1, 0, 1>]
[1.0 color rgbf<1, 0, 0, 0>]
}
}
}
#declare Texture14 =
texture {
Texture
halo {
Halo
frequency 2
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[0.5 color rgbf<1, 1, 0, 1>]
[1.0 color rgbf<1, 0, 0, 0>]
}
}
}
#declare Texture15 =
texture {
Texture
halo {
Halo
frequency 3
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[0.5 color rgbf<1, 1, 0, 1>]
[1.0 color rgbf<1, 0, 0, 0>]
}
}
}
#declare Texture16 =
texture {
Texture
halo {
Halo
frequency 4
color_map
{
[0.0 color rgbf<1, 0, 0, 0>]
[0.5 color rgbf<1, 1, 0, 1>]
[1.0 color rgbf<1, 0, 0, 0>]
}
}
}
object { Thing texture { Texture01 } translate <Col1, Row1, 0> }
object { Thing texture { Texture02 } translate <Col2, Row1, 0> }
object { Thing texture { Texture03 } translate <Col3, Row1, 0> }
object { Thing texture { Texture04 } translate <Col4, Row1, 0> }
object { Thing texture { Texture05 } translate <Col1, Row2, 0> }
object { Thing texture { Texture06 } translate <Col2, Row2, 0> }
object { Thing texture { Texture07 } translate <Col3, Row2, 0> }
object { Thing texture { Texture08 } translate <Col4, Row2, 0> }
object { Thing texture { Texture09 } translate <Col1, Row3, 0> }
object { Thing texture { Texture10 } translate <Col2, Row3, 0> }
object { Thing texture { Texture11 } translate <Col3, Row3, 0> }
object { Thing texture { Texture12 } translate <Col4, Row3, 0> }
object { Thing texture { Texture13 } translate <Col1, Row4, 0> }
object { Thing texture { Texture14 } translate <Col2, Row4, 0> }
object { Thing texture { Texture15 } translate <Col3, Row4, 0> }
object { Thing texture { Texture16 } translate <Col4, Row4, 0> }