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Andrey,
I gave it a quick look and I have something simple that looks like it works.
Try this:
#version 3.8;
global_settings {assumed_gamma 1.0}
#include "colors.inc"
//#include "Metals.inc"
//#include "textures.inc"
#declare Height = 10;
#declare Radius = 10;
#declare Falloff = 40;
#if (Falloff < Radius)
#error "Falloff value must always be larger than the radius value!"
#end
camera {
location <0.0, Height, 0.0>
look_at <0.0, 0.0, 0.0>
up y
right x*image_width/image_height
}
//#declare Mirror = box {0, 1 translate -0.5 scale <10, 10, 0.1> texture
{Polished_Chrome} translate z*10}
// create a point "spotlight" (conical directed) light source
light_source {
<0, 10, 0>
color rgb <1,1,1>
spotlight
point_at <0, 0, 0>
radius Radius // angle of the fully illuminated cone.
tightness 60 // determines the rate of the light falloff
falloff Falloff // angle of the umbra cone where the light falls off to
darkness
}
plane {y, 0 pigment {White} finish {diffuse 1}}
// tan theta = WIDTH/adjacent
#declare HalfWidth1 = tan(radians(Radius))*Height/2;
#declare HalfWidth2 = tan(radians(Falloff))*Height/2;
#declare Line = 0.015;
torus {HalfWidth1, Line pigment {Red} finish {emission 1}}
torus {HalfWidth2, Line pigment {Green} finish {emission 1}}
Bill
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