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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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