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"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3b9e757a@news.povray.org...
>
> Where did the second (internal) sphere come from?
Oh, here's the code...
//////////////////////////////////////////////
// Pov-Ray Scene File ///
////////////////////////////////////////////
// File: Sphere02.pov
// Vers: 3.5
// Desc:
// Date:
// Auth: Bill DeWitt
/////////////////////////////////////////////////
#declare camera_right = <-4/3, 0.0, 0.0 >;///
#declare camera_up = < 0.0, 1.0, 0.0 >;///
#declare camera_direction = < 0.0, 0.0, 1.0 >;///
#declare camera_location = < 0.0, 10.0, 20.0 >*0.75;///
#declare camera_look_at = < 0.0, 0.0, 0.0 >;///
////////////// Camera //////////////////////////
camera { ///
right camera_right ///
up camera_up ///
direction camera_direction ///
location camera_location ///
look_at camera_look_at ///
} ///
////////////// end Camera //////////////
/// ///
/////////////// Light ////////////////// // An area light (creates soft
shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source
{
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, 40> // <x y z> position of light
}
///////////////////////////////////////
#include "GraphPaper.mcr"
object { GraphPaper( 10, 5, -2 ) scale 3 } // range increments origin
sphere { 1,5
pigment { hexagon rgbt 1, rgb 0.8, rgb 0.5 scale 0.5 turbulence 0.0
scale < 1.0, 0.25, 1.0 >
} // end pigment
normal { bozo 0.5 scale 1 turbulence 0.5 }
normal { bumps scale 0.2 turbulence 1 }
}
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