POV-Ray : Newsgroups : povray.binaries.images : I don't know... : Re: I don't know... Server Time
17 Aug 2024 16:16:59 EDT (-0400)
  Re: I don't know...  
From: Bill DeWitt
Date: 11 Sep 2001 16:36:21
Message: <3b9e75c5$1@news.povray.org>
"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3b9e757a@news.povray.org...
>
>     Where did the second (internal) sphere come from?

    Oh, here's the code...

//////////////////////////////////////////////
//           Pov-Ray Scene File           ///
////////////////////////////////////////////
// File: Sphere02.pov
// Vers: 3.5
// Desc:
// Date:
// Auth: Bill DeWitt
/////////////////////////////////////////////////
#declare camera_right     = <-4/3, 0.0, 0.0 >;///
#declare camera_up        = < 0.0, 1.0, 0.0 >;///
#declare camera_direction = < 0.0, 0.0, 1.0 >;///
#declare camera_location  = < 0.0, 10.0, 20.0 >*0.75;///
#declare camera_look_at   = < 0.0, 0.0, 0.0 >;///
////////////// Camera //////////////////////////
camera {                                    ///
        right      camera_right            ///
        up         camera_up              ///
        direction  camera_direction      ///
        location   camera_location      ///
        look_at    camera_look_at      ///
       }                              ///
////////////// end Camera //////////////
///                                 ///
///////////////  Light  //////////////////  // An area light (creates soft
shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source
{
  0*x                 // light's position (translated below)
  color rgb 1.0       // light's color
  area_light
  <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
  4, 4                // total number of lights in grid (4x*4z = 16 lights)
  adaptive 0          // 0,1,2,3...
  jitter              // adds random softening of light
  circular            // make the shape of the light circular
  orient              // orient light
  translate <40, 80, 40>   // <x y z> position of light
}

///////////////////////////////////////

#include "GraphPaper.mcr"
object { GraphPaper( 10, 5, -2 ) scale 3 } // range increments origin


  sphere  { 1,5


    pigment { hexagon rgbt 1, rgb 0.8, rgb 0.5 scale 0.5 turbulence 0.0
scale < 1.0, 0.25, 1.0 >

                          } // end pigment

                                normal { bozo 0.5 scale 1 turbulence 0.5 }
                                normal { bumps scale 0.2 turbulence 1 }

            }


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