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Just hope this may help someone who's lost or new to the Pov Ray Scene like
I am. Play around with the code .. it renders quite fast. All you need to do
is Copy and Paste the source code below:
// Persistence of Vision Ray Tracer Scene Description File
// File: firstimage.pov
// Vers: 3.02 for Windows
// Desc: A simple picture with a breif tutorial
// for creating your first image. Created from the
// Help Documentation. Play around with the colors
// numbers, camera, textures etc.
// Date: 01/16/1998
// Auth: Mark Wright
//STANDARD POV-RAY INCLUDES
//It is a good idea to have a look through them to see
//but a few of the many possible shapes and textures available.
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
//THE BACKGROUND
//Pretty much explains itself.
background { color Cyan }
//ADDING A CAMERA
//Briefly, location <0,2,-3> places the camera
//up 2 units and back 3 units from the center of
//the ray-tracing universe which is at <0,0,0>.
//By default +z is into the screen and -z is back out of the screen.
//
//Also look_at <0,1,2> rotates the camera to point at the
//coordinates <0,1,2>. A point 5 units in front of and 1 unit
//lower than the camera. The look_at point should be the center
//of attention of our image.
camera {
location <0, 2, -3>
look_at <0, 1, 2>
}
//DESCRIBING AN OBJECT
//The first vector specifies the center of the sphere.
//In this example the x coordinate is zero so it is
//centered left and right. It is also at y=1 or 1 unit
//up from the origin. The z coordinate is 2 which is 5
//units in front of the camera, which is at z=-3.
//After the center vector is a comma followed by the radius
//which in this case is 2 units. Since the radius is half
//the width of a sphere, the sphere is 4 units wide.
sphere {
<0, 1, 2>, 2
texture {
pigment { color Yellow }
}
}
//DEFINING A LIGHT SOURCE
//The vector in the light_source statement specifies
//the location of the light as 2 units to our right
//4 units above the origin and 3 units back from the origin.
//The light source is invisible, it only casts light, so no texture is
needed.
light_source { <2, 4, -3> color White}
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