// PoVRay 3.7 Scene File " ... .pov" // author: ... // date: ... //-------------------------------------------------------------------------- // +w640 +h540 +am3 +a0.1 +ac0.9 +r3 +wt6 // +w640 +h540 +am3 +a0.01 +ac0.9 +r4 +wt6 //#version 3.7; #version unofficial patch 3.7; #patch "upov-radiosity-no_cache" 0.1; #patch "upov-reflection-roughness" 0.9; global_settings { assumed_gamma 1.0 radiosity { no_cache brilliance on pretrace_start 0.08 // start pretrace at this size pretrace_end 0.004 // end pretrace at this size count 100, 1000000 // higher -> higher quality (1..1600) [35] nearest_count 10, 5 // higher -> higher quality (1..10) [5] error_bound 1 // higher -> smoother, less accurate [1.8] recursion_limit 1 // how much interreflections are calculated (1..5+) [2] low_error_factor .3 // reduce error_bound during last pretrace step gray_threshold 0.0 // increase for weakening colors (0..1) [0] minimum_reuse 0.015 // reuse of old radiosity samples [0.015] maximum_reuse 0.1 // new parameter 3.7 [0.2] brightness 1 // brightness of radiosity effects (0..1) [1] adc_bailout 0.01/2 normal on // take surface normals into account [off] media on // take media into account [off] always_sample off // turn sampling in final trace off [on] //max_sample 1.0 // maximum brightness of samples } } #default {finish{ ambient 0.0 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //--------------------------------------------------------------------------------- //--------------------------------------------------------------------------------- #declare Camera_Number = 0 ; //--------------------------------------------------------------------------------- // camera ------------------------------------------------------------------------- #switch ( Camera_Number ) #case (0) #declare Camera_Location = < 0.00, 2.00, -3.00> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 75 ; #break #case (1) #declare Camera_Location = < 2.0 , 2.5 ,-3.0> ; // diagonal view #declare Camera_Look_At = < 0.0 , 1.0 , 0.0> ; #declare Camera_Angle = 90 ; #break #case (2) #declare Camera_Location = < 3.0, 1.0 , 0.0> ; // right side view #declare Camera_Look_At = < 0.0, 1.0, 0.0> ; #declare Camera_Angle = 90 ; #break #case (3) #declare Camera_Location = < 0.00, 5.00, 0+0.000> ; // top view #declare Camera_Look_At = < 0.00, 0.00, 0+0.001> ; #declare Camera_Angle = 90 ; #break #else #declare Camera_Location = < 0.00, 1.00, -3.50> ; // front view #declare Camera_Look_At = < 0.00, 1.00, 0.00> ; #declare Camera_Angle = 75 ; #break #break #end // of "#switch ( Camera_Number )" //-------------------------------------------------------------------------- camera{ // ultra_wide_angle // orthographic location Camera_Location right x*image_width/image_height angle Camera_Angle look_at Camera_Look_At } // sun --------------------------------------------------------------------- #declare SunPosition = <-3000, 3000, -3000>; #declare SunDis = vlength(SunPosition)*2/215; light_source { SunPosition color rgb <1, 1, 1>*2 area_light SunDis*x, SunDis*z, // lights spread out across this distance (x * z) 5, 5 // total number of lights in grid (4x*4z = 16 lights) adaptive 2 // 0,1,2,3... jitter // adds random softening of light circular // make the shape of the light circular orient // orient light parallel point_at <0, 0, 0> looks_like { sphere { 0, SunDis pigment {color rgb <1,1,1>*2} finish { emission 100 } } } } #local Lamp = sphere { <0,0,0>, 1 texture { pigment {srgb 1} finish { diffuse albedo 1 emission 1 //fresnel on } } } /* object {Lamp scale 0.3 translate <-4, 2, 5> } */ // sky --------------------------------------------------------------------- sphere { 0, 1 hollow pigment { gradient <0, 1, 0> color_map { [0.00 srgb <0.6,0.7,1.0>*1.5] [0.35 srgb <0.1,0.0,0.8>*1.5] [0.65 srgb <0.1,0.0,0.8>*1.5] [1.00 srgb <0.6,0.7,1.0>*1.5] } scale 2 } finish { emission 1 diffuse albedo 0 brilliance 1, 1 } scale 10e5 } // ground ------------------------------------------------------------------------- plane { <0, 1, 0>, 0 texture { pigment { checker color srgb <0.99, 0.99, 0.99> color srgb <0.25, 0.15, 0.1> } //normal { bumps 0.75 scale 0.025} finish { diffuse albedo 0.8 brilliance 1, 1 reflection { 0.0, 0.01 } fresnel on } } interior { ior 1.5 } } //--------------------------------------------------------------------------------- //---------------------------- objects in scene ----------------------------------- //--------------------------------------------------------------------------------- // sample sphere sphere { <0,0,0>, 1.00 texture { pigment {srgb <0.8, 0.7, 0.7>*0.5 } finish { diffuse albedo 0.8 brilliance 3, 3 reflection { 0.0, 1.0 //roughness 0.001 //fresnel on //metallic on } fresnel on metallic on } } interior { ior 1.5 } scale <1,1,1> rotate <0,0,0> translate <0,1.35,0> }