// Persistence Of Vision raytracer version 3.1 sample file. #version 3.7; #declare RAD = 1; global_settings { assumed_gamma 1.0 #if (RAD = 1) radiosity { pretrace_start 0.08 pretrace_end 0.04 count 35 nearest_count 5 error_bound 1.8 recursion_limit 3 low_error_factor .5 gray_threshold 0.0 minimum_reuse 0.015 brightness 1 adc_bailout 0.01/2 normal on media on } #end } camera { location <0, 10, -27> right <4/3, 0, 0> look_at <0, 6, 0> angle 90 } #if (RAD != 1) light_source { <0, 25, -10> color rgb <1,1,0>*2 spotlight point_at <2.5, 0, 2.5> radius 50 tightness 5 falloff 60 } light_source { <200, 45, 200> color rgb <1,1,0>*2 spotlight point_at <250, 40, 205> radius 10 tightness 5 falloff 16 } light_source { <-1500,50,5000> color rgb 4.5 area_light <6, 0, 0> <0, 0, 6> // lights spread out across this distance (x * z) 4, 4 // 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 looks_like { sphere { 0*x, 50 pigment {color <1,1,0> } } } photons { refraction on reflection on area_light } } #end #declare F1 = finish { diffuse 0.5 reflection 0.95 refraction on } #declare R = 4; #declare S = 1; #declare P1 = pigment {rgbt <1,1,1,1>} // here the medias interior, play with it, try and taste. #declare I1 = interior{ media{ emission 1 density{ //spherical cylindrical turbulence 0.321 density_map{ [0 rgb 0] [0.4 rgb <0,0,1>] [0.8 rgb <0,1,1>] [1 rgb 1] } } } } #declare I2 = interior{ media{ emission 1 density{ spherical density_map{ [0 rgb 0] [0.4 rgb <1,0,0>] [0.8 rgb <1,1,0>] [1 rgb 1] } } } } #local P2 = texture { pigment { color srgb <0.1,0.1,0.1*10> transmit 1 filter 1 } finish { ambient 0.7 diffuse 0 } } #declare I3 = interior {ior 2.61} #local r2= 1.25; #local C = 10; #declare OB1 = union { // first sphere with media sphere { 0,1.0 hollow pigment{P1} interior{I2} scale R translate <15,0,0> } // second sphere encapsuling the first to obtain glow effect// sphere { 0,r2 hollow texture{P2} interior{I3} scale R translate <15,0,0> } sphere { 0,1.0 hollow pigment{P1} interior{I2} scale R translate <-15,0,0> } sphere { 0,r2 hollow texture{P2} interior{I3} scale R translate <-15,0,0> } sphere { 0,1.0 hollow pigment{P1} interior{I2} scale R translate <5,0,0> } sphere { 0,r2 hollow texture{P2} interior{I3} scale R translate <5,0,0> } sphere { 0,1.0 hollow pigment{P1} interior{I2} scale R translate <-5,0,0> } sphere { 0,r2 hollow texture{P2} interior{I3} scale R translate <-5,0,0> } sphere { 0,1.0 hollow pigment{P1} interior{I1} scale R translate <-15,10,0> } sphere { 0,r2 hollow texture{P2} interior{I3} scale R translate <-15,10,0> } sphere { 0,1.0 hollow pigment{P1} interior{I1} scale R translate <+15,10,0> } sphere { 0,r2 hollow texture{P2} interior{I3} scale R translate < 15,10,0> } sphere { 0,1.0 hollow pigment{P1} interior{I1} scale R translate <-5,10,0> } sphere { 0,r2 hollow texture{P2} interior{I3} scale R translate <-5,10,0> } sphere { 0,1.0 hollow pigment{P1} interior{I1} scale R translate <+5,10,0> } sphere { 0,r2 hollow texture{P2} interior{I3} scale R translate < 5,10,0> } } object { OB1 finish {F1} photons{ target 1.40 // spacing multiplier for photons hitting the object refraction on reflection on } } plane { y,-12 pigment {color rgb <0.7,0.7,0.7>} }