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// Persistence Of Vision raytracer version 3.5 sample file.
// A couple of tricks with spotlights and wood texture here.
// File by Dan Farmer.
//
// -w320 -h240
// -w800 -h600 +a0.3
global_settings {
assumed_gamma 2.2
max_trace_level 5
}
#include "colors.inc"
#include "shapes.inc"
camera {
location <-8, 3, -14>
direction <0, 0, 1>
up <0, 1, 0>
right <4/3, 0, 0>
look_at <0, 0, 0>
}
// Overhead spotlight, shining "backwards"
light_source {
<0, 50, -1> color LightGray
spotlight
point_at <0, 0, 8>
tightness 50
radius 50
falloff 100
}
// Ground plane
plane { y, -1
pigment {White}
finish {
ambient 0.3
diffuse 0.7
specular 0.5 roughness 0.05
}
}
// Three spotlights positioned in front of three cylinders. These could
// be put into composites if you wanted to really do it right. Each light
// is associated with a cylinder.
//----------
// Red spotlight, goes with left cylinder
light_source {
<-3, -0.5, -2>
color Red
spotlight
point_at <-3, -1, -10>
tightness 10
radius 100
falloff 250
}
// Green spotlight, goes with center cylinder
light_source {
<0, -0.5, -2>
color Green
spotlight
point_at <0, -1, -10>
tightness 10
radius 100
falloff 250
}
// Blue spotlight, goes with right cylinder
light_source {
<3, -0.5, -2> color Blue
spotlight
point_at <3, -1, -10>
tightness 10
radius 100
falloff 250
}
// Set default textures for shapes to come
default {
finish {
ambient 0.5 // Unusually high ambient setting.
diffuse 0.5 // Unusually low diffuse setting.
reflection 0.15
specular 0.25 roughness 0.001
}
}
#declare L_Interior =
interior{
fade_distance 6
fade_power 2
}
// Red cylinder on the left. Goes with red spotlight.
object { Disk_Z
interior{L_Interior}
pigment {
wood
turbulence 0 // I want concentric rings, not wood.
// colormap from opaque red to "clear red"
color_map {[0, 1 color Red filter 0 color Red filter 1] }
scale <2, 2, 1>
}
scale <1, 1, 6> // Scale texture with the object now.
translate <-3, 0, 4> // Move it to its final restingplace
}
// Green cylinder in the center. Goes with green spotlight.
object { Disk_Z
interior{L_Interior}
pigment {
wood
turbulence 0 // I want concentric rings, not wood.
// colormap from opaque green to "clear green"
color_map {[0, 1 color Green filter 0 color Green filter 1] }
scale <2, 2, 1>
}
scale <1, 1, 6>
translate <0, 0, 4>
}
// Blue cylinder on the right. Goes with blue spotlight, right?
object { Disk_Z
interior{L_Interior}
pigment {
wood
turbulence 0 // I want concentric rings, not wood.
// colormap from opaque blue to "clear blue"
color_map {[0, 1 color Blue filter 0 color Blue filter 1] }
scale <2, 2, 1>
}
scale <1, 1, 6>
translate <3, 0, 4>
}
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