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// 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 raytracer sample file.
// Area_light example
// File by Steve Anger
//
// -w320 -h240
// -w800 -h600 +a0.3
#version 3.6;
global_settings {
assumed_gamma 2.2
max_trace_level 5
}
#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
camera {
location <0, 45, -45>
direction <0, 0, 1.5>
look_at <0, 0, 0>
}
light_source {
<-10, 20, -10> color White
area_light <4, 0, 0>, <0, 0, 4>, 9, 9
adaptive 1
jitter
// Show what the light source looks like
looks_like {
box {
<-2, 0, -2>, <2, 0.5, 2>
pigment { White } finish { Luminous }
}
}
}
// Floor
plane { y, 0
pigment { Tan }
finish {
crand 0.015
ambient 0.12
diffuse 0.8
}
}
// A few simple objects to cast some fuzzy shadows
sphere {
<0, 7, 0>, 7
pigment { Red }
finish {
ambient 0.1
diffuse 0.7
phong 1
phong_size 80
}
}
box {
<-3, -3, -3>, <3, 3, 3>
pigment { Gold filter 0.92 }
finish {
ambient 0.1
diffuse 0.7
phong 1
phong_size 50
}
interior{
ior 1.3
}
rotate -40*y
translate <-6, 3, -14>
}
cylinder {
<0, -4, 0>, <0, 4, 0>, 2.5
translate <-17, 4, -8>
// texture { Copper_Metal } - AAC reflection making this look wierd...
pigment { Copper }
finish {
ambient 0.1
diffuse 0.7
phong 1
phong_size 60
}
}
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