// Persistence Of Vision Ray Tracer Scene Description File // File: logo.pov // Vers: 3.5 // Desc: logo.inc demo scene // Date: September 2001 // Auth: Rune S. Johansen // // This file is an example of how to use the official POV-Ray Logo // in a scene. The original version as well as a prism version and // a bevel version are available. Any texture or material can be // applied to the logo, that way allowing for a great variety of looks. // // For more information on the POV-Ray logo, see logo.inc // // -w320 -h240 // -w800 -h600 +a0.3 #include "logo.inc" #include "transforms.inc" #declare Design = 3; // 0 : All four designs // 1 : Original logo object with 2-d appearance. // 2 : Original logo object. // 3 : Prism logo object. // 4 : Beveled logo object. #declare LogoPigment = pigment { planar scale 2 translate y color_map { [0.0, color <1.0, 0.4, 0.4>] // Red [0.5, color <0.4, 0.9, 0.4>] // Green [1.0, color <0.4, 0.4, 1.0>] // Blue } } background {color rgb <1,1,1>} // White background camera { // When using the logo for image_maps, 2-d designs etc., // always use orthographic camera. orthographic angle location -2*z up y right (image_width/image_height)*x look_at 0 } light_source {< 3, 4,-5>*1000, color 2.0} #declare Variant1 = object { Povray_Logo pigment {LogoPigment} // Remove all lighting to get a 2-d appearance: finish {ambient 1 diffuse 0} } #declare Variant2 = object { Povray_Logo pigment {LogoPigment} rotate -10*y } #declare Variant3 = union { object { Povray_Logo_Prism rotate -10*y translate -x * 1/2 } text { ttf "eurosti.ttf" "ovray" 1/16, 0 scale 3/4 Shear_Trans(x, y, z-x) translate -x * 1/2 translate -y * 1/2 // translate -z * 1/16 } pigment {LogoPigment} } #declare Variant4 = difference { object {Povray_Logo_Bevel} // Adjust this plane to adjust the bevel: plane {z,-0.05} pigment {LogoPigment} } #switch (Design) #case(0) union { object {Variant1 translate <-1,+1>} object {Variant2 translate <+1,+1>} object {Variant3 translate <-1,-1>} object {Variant4 translate <+1,-1>} scale 0.5 } #break #case(1) object {Variant1} #break #case(2) object {Variant2} #break #case(3) object {Variant3} #break #case(4) object {Variant4} #break #end