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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252
|
// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/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: GlassChess.pov
// Desc: Three glass chesspieces.
// Date: 1999-06-22
// Updated: 2001-07-27
// Auth: Ingo Janssen
//
// -w320 -h240
// -w800 -h600 +a0.3
//
// with +w400 +h300 +a0.3
// on a PII, 233 MHz
// it takes 26 min to render
// so with the current GHz monsters ...
#version 3.6;
#include "chesspiece1.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 15
}
light_source {
< 500, 50,-5>
rgb 1
}
camera {
location < 5.5, 1,-7.0>
right x*image_width/image_height
look_at < 0.0, 1, 0.0>
angle 60
}
// Textures and materials
#declare Glass = texture {
pigment {rgbf < 0.98, 1.0, 0.98, 1> }
finish {
specular 1
roughness 0.001
ambient 0
diffuse 0
reflection {
0,1
fresnel
}
}
}
#declare PieceTex = texture {
pigment {rgbt < 0.9, 0.9, 0.6, 0.6>}
finish {reflection 0.3}
}
#declare SkyGlass = material {
texture {
pigment {rgbt < 0.95, 0.95, 1, 1> }
finish {
diffuse 0.2
ambient 0.05
specular 1.5
roughness 0.01
brilliance 0.01
reflection {
0,1
fresnel
}
}
normal { // from a water by Jon S. Brandt.
bozo
normal_map {
[ 0.30 waves translate -0.5 scale <1, 0.05, 1>*100000 frequency 100000]
[ 0.70 ripples translate -0.5 scale <1, 0.70, 1>*100000 frequency 100000]
[ 0.85 ripples translate -0.5 scale <1, 0.60, 1>*100000 frequency 100000]
[ 1.00 ripples translate -0.5 scale 100000 frequency 100000]
}
scale 0.6
}
}
interior {ior 1.33}
}
// start sky
sky_sphere {
pigment {
gradient y
color_map {
[0.0 color rgb < 0.3, 0.05, 0.15>]
[1.0 color rgb 1]
}
translate < 0,-0.1, 0>
}
}
sphere {
0, 5000
scale < 1, 0.3, 0.6>
hollow
pigment {
bozo
turbulence 0.1
color_map {
[ 0.0 color rgbt 1]
[ 0.4 color rgbt 0.8]
[ 1.0 color rgb 1]
}
scale < 250, 500, 250>
}
finish {
ambient 0.7
diffuse 0
}
rotate < 5, 0, 0>
}
sphere {
0, 4000
scale < 1, 0.1, 0.6>
hollow
pigment{
bozo
turbulence 0.1
color_map {
[ 0.0 color rgbt 1 ]
[ 0.3 color rgbt 0.8 ]
[ 1.0 color rgb 1 ]
}
scale < 250, 500, 250>
}
finish {
ambient 0.4
diffuse 0
}
rotate < 5, 0, 0>
}
box {
<-10, 3.5,-7>, < 10, 3.51, 7>
no_shadow
material {SkyGlass}
}
// end sky
// chessboard
height_field {
function 256, 256 {
pigment {
checker
color rgb 1
color rgb 0
scale 1/8
}
}
smooth
translate <-0.5, 0.0,-0.5>
scale < 12,-0.5, 12>
rotate < 0, 270, 0>
texture {Glass}
interior {ior 1.2}
}
union {
difference {
box {<-7,-0.25,-7>, < 7,-0.001, 7>}
box {<-6,-0.30,-6>, < 6, 0, 6>}
pigment {rgb < 0, 0, 0.5>}
}
box {
<-6,-0.2,-6>, < 6,-0.501, 6>
texture {
pigment {
checker color rgb 1 color rgb < 0, 0, 1>
scale 1.5
translate < 1.5, 0, 0>
}
}
}
no_shadow
}
// end chessboard
// The pieces
difference {
superellipsoid {
< 0.05, 0.05>
translate < 0, 1, 0>
scale < 0.5, 0.9, 0.5>
pigment {rgbf 0.9}
texture {Glass}
interior {
ior 1.5
fade_distance 2
fade_power 2
}
}
object {
Paard
rotate < 0,-90, 0>
texture{PieceTex}
}
no_shadow
rotate < 0, 68, 0>
translate < 2.2*1.5, 0, -3.5*1.5>
}
difference {
superellipsoid {
< 0.05, 0.05>
translate < 0, 1, 0>
scale < 0.5, 0.9, 0.5>
texture {Glass}
interior {
ior 1.5
fade_distance 2
fade_power 2
}
}
object {
Loper
texture{PieceTex}
}
no_shadow
translate < 1.5*1.5, 0,-1.5>
}
difference {
superellipsoid {
< 0.05, 0.05>
translate < 0, 1, 0>
scale < 0.5, 0.75, 0.5>
texture {Glass}
interior {
ior 1.5
fade_distance 2
fade_power 2
}
}
object {
Toren
texture{PieceTex}
}
no_shadow
translate < 3.5*1.5, 0,-3.5*1.5>
}
// end pieces
|