1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144
|
// This work is licensed under the Creative Commons Attribution 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/
// or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View,
// California, 94041, USA.
// Persistence Of Vision Ray Tracer Scene Description File
// File: rad_def_test.pov
// Desc: rad_def.inc demo scene
// Date: May 2001
// Auth: Christoph Hormann
//
// -w320 -h240
// -w800 -h600 +a0.3
#version 3.7;
#include "rad_def.inc"
global_settings {
assumed_gamma 1.0
radiosity {
Rad_Settings(Radiosity_Default, off, off)
//Rad_Settings(Radiosity_Debug, off, off)
//Rad_Settings(Radiosity_Fast, off, off)
//Rad_Settings(Radiosity_Normal, off, off)
//Rad_Settings(Radiosity_2Bounce, off, off)
//Rad_Settings(Radiosity_Final, off, off)
//Rad_Settings(Radiosity_OutdoorLQ, off, off)
//Rad_Settings(Radiosity_OutdoorHQ, off, off)
//Rad_Settings(Radiosity_OutdoorLight, off, off)
//Rad_Settings(Radiosity_IndoorLQ, off, off)
//Rad_Settings(Radiosity_IndoorHQ, off, off)
}
}
//-------------------------------------------------------------------------
// This scene uses a non-standard camera set-up.
// (See CAMERA in the included documentation for details.)
// If you are new to POV-Ray, you might want to try a different demo scene.
//-------------------------------------------------------------------------
camera {
location <7, -10, 4>
direction y
sky z
up z
right x*image_width/image_height
look_at <0.0, 0.0, 0.7>
angle 23
}
light_source {
<3.2, -2.3, 1.8>*1
color rgb 1.0
}
sphere {
<0, 0, 0>, 1
texture {
pigment {
gradient z
color_map {
[0.0 color rgb < 0.900, 0.910, 1.000 >]
[0.2 color rgb < 0.700, 0.705, 1.000 >]
}
}
finish { diffuse 0 #if (version < 3.7) ambient 1 #else emission 0.25 #end }
}
hollow on
no_shadow
scale 3000
}
plane {
z,0
texture{
pigment { color rgb 1 }
finish { ambient 0.0 diffuse 0.65 }
}
}
#declare Rim=
union {
#declare Cnt=0.0;
#while (Cnt<=1.8)
box { <0, Cnt, 0>, <0.2, Cnt+0.16, 0.2> }
box { <2-Cnt, 0, 0>, <2-Cnt-0.16, 0.2, 0.2> }
box { <2, Cnt, 0>, <1.8, Cnt+0.16, 0.2> }
box { <Cnt, 2, 0>, <Cnt+0.16, 1.8, 0.2> }
#declare Cnt=Cnt+0.36;
#end
}
union {
#declare Cnt=0.12;
#while (Cnt<1.8)
union {
cylinder { <0, 0, 0>, <0, 0, 1.6>, 0.08 }
torus { 0.1, 0.04 rotate 90*x translate 0.04*z }
translate <2, Cnt, 0>
}
#declare Cnt=Cnt+0.37;
#end
difference {
union {
box { <0, 0, 0>, <0.1, 2, 1.6> }
box { <0.05, 0, 0>, <-0.3, 0.9, 1.0> }
}
box { <0.2, 0.1, -0.1>, <-1.0, 0.8, 0.9> }
}
cylinder { <-0.1, 0, 0>, <-0.1, 0, 1.0>, 0.2 }
sphere { <-0.1, 0, 1.0>, 0.2 }
box { <0, 1.9, 0>, <2, 2, 1.6> }
difference {
union {
box { <0, 0, 1.6>, <2, 2, 1.8> }
box { <-0.03, -0.03, 1.75>, <2.03, 2.03, 1.8> }
}
cylinder { <1, 1, 1.5>, <1, 1, 2>, 0.4 }
}
object { Rim translate <0, 0, 1.8> }
translate <-1, -1, 0>
texture{
pigment { color rgb 1 }
finish { ambient 0.0 diffuse 0.65 }
}
}
|