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// Persistence of Vision Ray Tracer Scene Description File
// File: grenadine.pov
// Vers: 3.5
// Desc: Glass with liquid
// Date: 1999/06/04
// Update: 2001/07/26, to work with POV-Ray 3.5
// Auth: Ingo Janssen
//
// -w320 -h240
// -w800 -h600 +a0.3
#version 3.5;
#include "glass.inc"
#include "lemon.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 5
photons {
spacing 0.01 // higher value 'lower' quality, faster parsing.
autostop 0
jitter 0.5
max_trace_level 15
}
}
light_source {
<500, 550, -100>
rgb <1, 1, 1>
spotlight
radius 1
falloff 1.1
tightness 1
point_at <-19,-4,7>
}
camera {
location <-0.5, 2.5, -7.0>
look_at <-0.5, 0.5, 0.0>
}
sky_sphere {
pigment {
gradient y
color_map { [0.0 rgb <0.2,0,1>] [1.0 color rgb 1] }
}
}
union { //plane & background
difference {
box {<-20,-1,0>,<20,13,13>}
cylinder{<-21,13,0>,<21,13,0>,13}
}
plane {y, 0}
translate <0,-1.9999,7>
pigment {rgb .5}
finish {diffuse .5 ambient 0}
}
//====== The Glass ======
#declare Ri=0.95;
#declare Glass= merge {
difference {
cylinder { -y*2,y*2,1 }
sphere {-y*0.8,Ri}
cylinder { -y*0.8,y*2.01,Ri}
sphere {-y*1.9,0.1}
}
torus {0.975, 0.026 translate <0,2,0>}
texture {T_Glass1}
interior {ior 1.5}
}
//====== The bubbles and the juce ======
#declare Bubble= difference {
sphere {0,0.1}
sphere {0,0.09999999}
}
#declare S= seed(7);
#declare I=0;
#declare Bubbles= intersection {
union {
#while (I<60)
object {
Bubble
scale rand(S)
scale <1,0.7,1>
translate <1,0.6,0>
rotate <0,360*rand(S),0>
}
object {
Bubble
scale rand(S)*0.5
translate <rand(S),0.58,0>
rotate <0,360*rand(S),0>
}
#declare I=I+1;
#end //while
}
cylinder{y*0.5,y*0.85,Ri+0.00000001}
}
#declare Liquid= merge {
sphere {-y*0.8,Ri+0.00000001}
cylinder {-y*0.8,y*0.6,Ri+0.00000001}
object {Bubbles}
pigment {rgbf <0.9, 0.1, 0.2, 0.95>}
finish {reflection 0.3}
interior{ior 1.2}
}
//====== The glass and juice =====
union {
object {Glass}
object {Liquid}
photons {
target
refraction on
reflection on
collect off
}
}
object {
LemonSlice
scale <0.8,0.8,1>
translate <-0.99,0,0>
rotate <0,-30,0>
translate <0,2,0>
photons {
pass_through
}
}
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