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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 version 3.5 sample file.
// Demo showing several conic prisms ... Dieter Bayer, June 1994
//
// back to front: linear, quadratic, cubic interpolation
// left to right: decreasing "slope" of the conic sweeping
//
// -w320 -h240
// -w800 -h600 +a0.3
#version 3.7;
global_settings { assumed_gamma 1.8 }
#include "colors.inc"
#include "textures.inc"
camera {
location <80, 80, -160>
right x*image_width/image_height
angle 15
look_at <0, 5, 0>
}
light_source { <40, 40, -80> colour Gray40 }
light_source { <0, 50, 20> colour Gray40 }
light_source { <50, 50, -50> colour Gray40 }
light_source { <-50, 50, -50> colour Gray40 }
background { color SkyBlue }
plane { y, 0
pigment {
checker colour Yellow colour rgb<0.8,1,0>
scale 5
}
finish {
ambient 0.2
diffuse 0.8
}
}
// Prism with linear interpolation and conic sweeping
#declare Prism1 =
prism {
linear_spline
conic_sweep
0.25,
1.0,
11,
< 0.2, -1.0>, < 0.2, 0.2>, < 1.0, -0.2>, < 1.0, 0.2>, < 0.2, 1.0>,
<-0.2, 1.0>, <-1.0, 0.2>, <-1.0, -0.2>, <-0.2, 0.2>, <-0.2, -1.0>,
< 0.2, -1.0>
texture { Brass_Metal }
translate <0, -0.625, 0>
scale <6, 6, 6>
rotate <90, 0, 180>
translate <0, 4.5, 0>
}
// Prism with quadratic interpolation and conic sweeping
#declare Prism2 =
prism {
quadratic_spline
conic_sweep
0.25,
1.0,
12,
< 0.2, -1.0>, < 0.2, 0.2>, < 1.0, -0.2>, < 1.0, 0.2>, < 0.2, 1.0>,
<-0.2, 1.0>, <-1.0, 0.2>, <-1.0, -0.2>, <-0.2, 0.2>, <-0.2, -1.0>,
< 0.2, -1.0>,
< 0.2, 0.2>
texture { Brass_Metal }
translate <0, -0.625, 0>
scale <6, 6, 6>
rotate <90, 0, 180>
translate <0, 4.5, 0>
}
// Prism with cubic interpolation and conic sweeping
#declare Prism3 =
prism {
cubic_spline
conic_sweep
0.25,
1.0,
13,
<-0.2, -1.0>,
< 0.2, -1.0>, < 0.2, 0.2>, < 1.0, -0.2>, < 1.0, 0.2>, < 0.2, 1.0>,
<-0.2, 1.0>, <-1.0, 0.2>, <-1.0, -0.2>, <-0.2, 0.2>, <-0.2, -1.0>,
< 0.2, -1.0>,
< 0.2, 0.2>
texture { Brass_Metal }
translate <0, -0.625, 0>
scale <6, 6, 6>
rotate <90, 0, 180>
translate <0, 4.5, 0>
}
// Prism with linear interpolation and conic sweeping
#declare Prism4 =
prism {
linear_spline
conic_sweep
0.5,
1.0,
11,
< 0.2, -1.0>, < 0.2, 0.2>, < 1.0, -0.2>, < 1.0, 0.2>, < 0.2, 1.0>,
<-0.2, 1.0>, <-1.0, 0.2>, <-1.0, -0.2>, <-0.2, 0.2>, <-0.2, -1.0>,
< 0.2, -1.0>
texture { Brass_Metal }
translate <0, -0.75, 0>
scale <6, 9, 6>
rotate <90, 0, 180>
translate <0, 4.5, 0>
}
// Prism with quadratic interpolation and conic sweeping
#declare Prism5 =
prism {
quadratic_spline
conic_sweep
0.5,
1.0,
12,
< 0.2, -1.0>, < 0.2, 0.2>, < 1.0, -0.2>, < 1.0, 0.2>, < 0.2, 1.0>,
<-0.2, 1.0>, <-1.0, 0.2>, <-1.0, -0.2>, <-0.2, 0.2>, <-0.2, -1.0>,
< 0.2, -1.0>,
< 0.2, 0.2>
texture { Brass_Metal }
translate <0, -0.75, 0>
scale <6, 9, 6>
rotate <90, 0, 180>
translate <0, 4.5, 0>
}
// Prism with cubic interpolation and conic sweeping
#declare Prism6 =
prism {
cubic_spline
conic_sweep
0.5,
1.0,
13,
<-0.2, -1.0>,
< 0.2, -1.0>, < 0.2, 0.2>, < 1.0, -0.2>, < 1.0, 0.2>, < 0.2, 1.0>,
<-0.2, 1.0>, <-1.0, 0.2>, <-1.0, -0.2>, <-0.2, 0.2>, <-0.2, -1.0>,
< 0.2, -1.0>,
< 0.2, 0.2>
texture { Brass_Metal }
translate <0, -0.75, 0>
scale <6, 9, 6>
rotate <90, 0, 180>
translate <0, 4.5, 0>
}
// Prism with linear interpolation and conic sweeping
#declare Prism7 =
prism {
linear_spline
conic_sweep
0.75,
1.0,
11,
< 0.2, -1.0>, < 0.2, 0.2>, < 1.0, -0.2>, < 1.0, 0.2>, < 0.2, 1.0>,
<-0.2, 1.0>, <-1.0, 0.2>, <-1.0, -0.2>, <-0.2, 0.2>, <-0.2, -1.0>,
< 0.2, -1.0>
texture { Brass_Metal }
translate <0, -0.875, 0>
scale <6, 18, 6>
rotate <90, 0, 180>
translate <0, 4.5, 0>
}
// Prism with quadratic interpolation and conic sweeping
#declare Prism8 =
prism {
quadratic_spline
conic_sweep
0.75,
1.0,
12,
< 0.2, -1.0>, < 0.2, 0.2>, < 1.0, -0.2>, < 1.0, 0.2>, < 0.2, 1.0>,
<-0.2, 1.0>, <-1.0, 0.2>, <-1.0, -0.2>, <-0.2, 0.2>, <-0.2, -1.0>,
< 0.2, -1.0>,
< 0.2, 0.2>
texture { Brass_Metal }
translate <0, -0.875, 0>
scale <6, 18, 6>
rotate <90, 0, 180>
translate <0, 4.5, 0>
}
// Prism with cubic interpolation and conic sweeping
#declare Prism9 =
prism {
cubic_spline
conic_sweep
0.75,
1.0,
13,
<-0.2, -1.0>,
< 0.2, -1.0>, < 0.2, 0.2>, < 1.0, -0.2>, < 1.0, 0.2>, < 0.2, 1.0>,
<-0.2, 1.0>, <-1.0, 0.2>, <-1.0, -0.2>, <-0.2, 0.2>, <-0.2, -1.0>,
< 0.2, -1.0>,
< 0.2, 0.2>
texture { Brass_Metal }
translate <0, -0.875, 0>
scale <6, 18, 6>
rotate <90, 0, 180>
translate <0, 4.5, 0>
}
object { Prism1 translate <-15, 4, 15> }
object { Prism2 translate <-15, 4, 0> }
object { Prism3 translate <-15, 4, -15> }
object { Prism4 translate <0, 4, 15> }
object { Prism5 translate <0, 4, 0> }
object { Prism6 translate <0, 4, -15> }
object { Prism7 translate <15, 4, 15> }
object { Prism8 translate <15, 4, 0> }
object { Prism9 translate <15, 4, -15> }
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