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The Datafile PD-CD 5
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DATAFILE_PDCD5.iso
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RomanB
< prev
Wrap
Text File
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1988-06-16
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7KB
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263 lines
// Persistence of Vision Raytracer
// Sample file
// By ???
// Revamped by Brian
// Later stages of the Tower of Pisa
// warning: This picture can take a very long time to ray trace
// due to the large number of objects. You have been warned :-<
#include "<PVray$Dir>.dat.shapes"
#include "<PVray$Dir>.dat.colors"
#include "<PVray$Dir>.dat.textures"
view_point
location <0.0 25.0 -350.0>
direction <0.0 0.1 1.0>
up <0.0 1.0 0.0>
right <1.3333 0.0 0.0>
end_view_point
#declare Sandstone = texture
granite
0.05
colour_map
[ 0.0 0.3 colour Khaki colour Khaki ]
[ 0.3 0.6 colour Khaki colour Sienna ]
[ 0.6 1.001 colour Khaki colour Salmon ]
end_colour_map
end_texture
#declare Beam = quadric Cylinder_Y
scale <0.5 20.0 0.5>
translate <2.0 0.0 0.0>
end_quadric
{ create a sample column for the base of the structure }
#declare BaseColumn = object
intersection
union
quadric Beam end_quadric
quadric Beam rotate <0.0 -25.7 0.0> end_quadric
quadric Beam rotate <0.0 -51.4 0.0> end_quadric
quadric Beam rotate <0.0 -77.1 0.0> end_quadric
quadric Beam rotate <0.0 -102.8 0.0> end_quadric
quadric Beam rotate <0.0 -128.5 0.0> end_quadric
quadric Beam rotate <0.0 -154.2 0.0> end_quadric
quadric Beam rotate <0.0 -179.9 0.0> end_quadric
quadric Beam rotate <0.0 -205.6 0.0> end_quadric
quadric Beam rotate <0.0 -231.3 0.0> end_quadric
quadric Beam rotate <0.0 -257.0 0.0> end_quadric
quadric Beam rotate <0.0 -282.7 0.0> end_quadric
quadric Beam rotate <0.0 -308.4 0.0> end_quadric
quadric Beam rotate <0.0 -334.1 0.0> end_quadric
end_union
plane <0.0 1.0 0.0> 40.0 end_plane
plane <0.0 -1.0 0.0> 0.0 end_plane
end_intersection
bounded_by
intersection
plane <0.0 1.0 0.0> 40.0 end_plane
plane <0.0 -1.0 0.0> 0.0 end_plane
quadric
Cylinder_Y
scale <2.51 1.0 2.51>
end_quadric
end_intersection
end_bound
texture
Sandstone
scale <2.0 2.0 2.0>
ambient 0.4
diffuse 0.9
end_texture
colour red 0.8 green 0.0 blue 0.0
end_object
{ and a rectangular pad to serve as a footing for the column }
#declare BasePad = object
intersection
plane <0.0 1.0 0.0> 1.0 end_plane
plane <0.0 -1.0 0.0> 1.0 end_plane
plane <0.0 0.0 1.0> 4.0 end_plane
plane <0.0 0.0 -1.0> 4.0 end_plane
plane <1.0 0.0 0.0> 4.0 end_plane
plane <-1.0 0.0 0.0> 4.0 end_plane
end_intersection
bounded_by
quadric
QSphere
scale <10.0 3.0 10.0>
end_quadric
end_bound
texture
Sandstone
scale <2.0 2.0 2.0>
ambient 0.4
diffuse 0.9
end_texture
colour red 0.6 green 0.6 blue 0.4
end_object
{ and define a basic arch to span the columns }
#declare BaseArch = object
intersection
quadric Cylinder_X scale <1.0 12.5 12.5> end_quadric
quadric Cylinder_X scale <1.0 8.5 8.5> inverse end_quadric
plane <1.0 0.0 0.0> 2.0 end_plane
plane <-1.0 0.0 0.0> 2.0 end_plane
plane <0.0 -1.0 0.0> 0.0 end_plane
end_intersection
bounded_by
quadric
QSphere
scale <5.0 13.0 13.0>
end_quadric
end_bound
texture
Sandstone
scale <2.0 2.0 2.0>
ambient 0.4
diffuse 0.9
end_texture
colour red 0.8 green 0.8 blue 0.8
end_object
{ and finally define the first floor floor }
#declare BaseFloor = object
intersection
quadric Cylinder_Y scale <50.0 50.0 50.0> end_quadric
plane <0.0 1.0 0.0> 2.0 end_plane
plane <0.0 -1.0 0.0> 2.0 end_plane
end_intersection
texture
Sandstone
scale <2.0 2.0 2.0>
ambient 0.4
diffuse 0.9
end_texture
colour red 0.8 green 0.8 blue 0.6
end_object
{ place a ring of 14 columns with footings around the base }
#declare FullColumn = composite
object BaseColumn translate <45.0 0.0 0.0> end_object
object BasePad translate <45.0 -1.0 0.0> end_object
object BasePad translate <45.0 41.0 0.0> end_object
object BaseArch translate <45.0 42.0 2.0>
rotate <0.0 -12.85 0.0> end_object
end_composite
#declare Level1 = composite
composite FullColumn end_composite
composite FullColumn rotate <0.0 -25.7 0.0> end_composite
composite FullColumn rotate <0.0 -51.4 0.0> end_composite
composite FullColumn rotate <0.0 -77.1 0.0> end_composite
composite FullColumn rotate <0.0 -102.8 0.0> end_composite
composite FullColumn rotate <0.0 -128.5 0.0> end_composite
composite FullColumn rotate <0.0 -154.2 0.0> end_composite
composite FullColumn rotate <0.0 -179.9 0.0> end_composite
composite FullColumn rotate <0.0 -205.6 0.0> end_composite
composite FullColumn rotate <0.0 -231.3 0.0> end_composite
composite FullColumn rotate <0.0 -257.0 0.0> end_composite
composite FullColumn rotate <0.0 -282.7 0.0> end_composite
composite FullColumn rotate <0.0 -308.4 0.0> end_composite
composite FullColumn rotate <0.0 -334.1 0.0> end_composite
composite FullColumn rotate <0.0 -334.1 0.0> end_composite
object BaseFloor translate <0.0 56.5 0.0> end_object
bounded_by
intersection
quadric Cylinder_Y scale <55.0 1.0 55.0> end_quadric
plane <0.0 -1.0 0.0> 0.0 end_plane
plane <0.0 1.0 0.0> 60.0 end_plane
end_intersection
end_bound
end_composite
composite
composite Level1 end_composite
composite Level1 translate <0.0 60.5 0.0> end_composite
composite Level1 translate <0.0 121.0 0.0> end_composite
composite Level1 translate <0.0 181.5 0.0> scale <0.8 0.8 0.8> end_composite
rotate <0.0 0.0 15.0>
translate <0.0 -15.0 0.0>
end_composite
{ Add the sky to the picture }
object
sphere <0.0 0.0 0.0> 500.0 end_sphere
texture
bozo
turbulence 0.5
colour_map
[0.0 0.6 colour red 0.5 green 0.5 blue 1.0
colour red 0.5 green 0.5 blue 1.0]
[0.6 0.8 colour red 0.5 green 0.5 blue 1.0
colour red 1.0 green 1.0 blue 1.0]
[0.8 1.001 colour red 1.0 green 1.0 blue 1.0
colour red 0.8 green 0.8 blue 0.8]
end_colour_map
scale <400.0 125.0 125.0>
translate <500.0 1000.0 250.0>
ambient 0.8
diffuse 0.0
end_texture
colour red 0.5 green 0.5 blue 1.0
end_object
{ Define the desert floor }
object
plane <0.0 1.0 0.0> -2.0 end_plane
texture
0.05 { This value dithers the colours }
colour red 1.0 green 0.66 blue 0.2
ripples 0.5
frequency 2000.0
scale <50000.0 50000.0 50000.0>
ambient 0.3
diffuse 0.7
end_texture
colour red 1.0 green 0.66 blue 0.2
end_object
{ Add a light source }
object
sphere <0.0 0.0 0.0> 1.0 end_sphere
translate <60 250 -110>
texture
colour White
ambient 1.0
diffuse 0.0
end_texture
light_source
colour White
end_object