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What do you think of this?
Regards
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// Persistence of Vision Ray Tracer Scene Description File
// File: gomb.pov
// Vers: 3.5
#version 3.5;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
camera {
location <1.5, 0, 0>
rotate <90,0, 360*clock>
direction 1.0*z // So we can see the whole sphere.
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <10,10,10> // light's color
media_attenuation off
// translate <-30, 30, -30>
}
// ----------------------------------------
difference{
sphere {
0.0, .5
hollow
}
// Capped Cylinder, closed [or open ended]
// cylinder { <END1>, <END2>, RADIUS [open] }
// END1 = coord of one end of cylinder
// END2 = coord of other end
// RADIUS = size of cylinder
// open = if present, cylinder is hollow, else capped
#declare Index2 = 1;
#while(Index2 <= 10)
#declare Index = 1;
#while(Index <= 10)
cylinder {
-1*x, 1*x, 0.015 // So not only the beams are thinner but they
spread less.
//open // There's no point in removing a cylinder's caps
// if you're subtracting it from another shape!
hollow
rotate <1,Index2*18,Index*18>
}
#declare Index = Index + 1;
#end
#declare Index2 = Index2 + 1;
#end
texture { // When all the objects inside a CSG block have the same
texture, attaching it
// to the whole CSG is faster and simpler.
pigment{rgb 0} // Does nothing, but avoids a warning.
finish{
specular 0.6
}
}
}
sphere { // We constrain the media within a concentric sphere.
0, .65
hollow
pigment {rgbt 1}
interior {
media {
intervals 10
scattering { 1, rgb 1 }
samples 1, 10
confidence 0.9999
variance 1/1000
ratio 0.9
density { onion frequency -1 scale 0.65 } // To get a smooth
transition into darkness
// at the end of each
light beam.
}
}
}
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