POV-Ray : Newsgroups : povray.binaries.images : Back to basics : Back to basics Server Time
5 Nov 2024 02:22:20 EST (-0500)
  Back to basics  
From: PM 2Ring
Date: 25 Nov 2005 05:35:01
Message: <web.4386e7aef26aebd52eef1b3b0@news.povray.org>
Sometimes, it's nice to get back to basics.

// Persistence of Vision Ray Tracer Scene Description File
// File: RCYBTest.pov
// Vers: 3.6
// Desc: Basic Scene Example
// Date: 2005.09.03
// Auth: PM 2Ring
//
//  -f +A0.6  +AM2 +R1
//  -f -A0.4  +AM2 +R1
//  -d +A0.1  +AM2 +R3
//  -d +A0.15 +AM2 +R2
//  -d +W1200 +H900 +A0.1 +AM2 +R2
//
//

#version 3.6;

global_settings {
  assumed_gamma 1.0
  //radiosity{pretrace_end 0.8 always_sample 0}
}

// ----------------------------------------

#declare CamPos = <2.75, 2.75, -5.25>;
camera {
  location CamPos
  direction z
  right     x*image_width/image_height up y
  look_at   -y*.35
  angle 42
}

#if(0)
sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.2 rgb 0.1]
      [0.7 rgb 1.1]
    }
  }
}
#end

//light_source {<-30, 30, -30> rgb 1.75 spotlight point_at 0 falloff 3.5
radius 0.75}
//light_source {CamPos rgb .35}

light_source {
  <-30, 30, -30> *1.5
  //rgb 1
  rgb 1.75 spotlight point_at 0 falloff 2.5 radius 0.75
  area_light 1.25*x,1.25*z,7,7 jitter adaptive 1 orient circular
}

light_source {CamPos rgb .1}

//---Color Maps--------------------------------------------

//Make a color_map from a0 to a1
#macro CMRange(a0, a1)color_map{[0 a0][1 a1]}#end

//Make a color_map from Black to a
#macro CMFull(a)CMRange(rgb 0, a)#end
//#macro CMFull(a)CMRange(-a, a)#end

//Convert UV coordinates to RGB
#declare subCount = 1;
#macro UVtoRGB(U,V) (<1+U+V, subCount-U+V, 2*subCount-1-U-V>/(2*subCount))
#end

// ----------------------------------------

plane {
  y, -1.0001
  pigment {checker rgb 0 rgb 1 scale 2}
  finish{ambient 0*.05 diffuse .85 specular 0.5 roughness 1e-3 reflection
..1}
}

#declare F = 0.5;
#declare RCYB0 = pigment{
  average
  pigment_map{
    [function{(1+x+y)/2} CMFull(red 3)]
    [function{(1-x+y)/2} CMFull(green 3)]
    [function{(1-x-y)/2} CMFull(blue 3)]
  }
}

#declare FBox = finish{ambient .4 diffuse 0.8 specular 1 roughness 1e-4
reflection {0.1,0.25 fresnel}}

#declare TBox = texture {
  pigment {
    RCYB0
  }
  finish{FBox}
  scale sqrt(2)*1.0001
  rotate 45*z
}

#declare Box = box {-1, 1 texture {TBox}}

#declare DrillRad = .75; //sqrt(.5);
#declare DrilledBox =
difference{
  box {-1, 1}
  cylinder{-x,x, DrillRad scale 1.0001}
  cylinder{-y,y, DrillRad scale 1.0001}
  cylinder{-z,z, DrillRad scale 1.0001}

  texture {TBox}interior{ior 2.5}
}

//object{Box}
object{DrilledBox}

//sphere{CamPos, .1 pigment{rgb 1 filter .2 transmit 1.25}}

// ----------------------------------------


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