POV-Ray : Newsgroups : povray.text.scene-files : Eyeball code. : Eyeball code. Server Time
28 Jul 2024 20:34:02 EDT (-0400)
  Eyeball code.  
From: Samuel Benge
Date: 19 Jun 1999 22:17:34
Message: <376C4FA8.2641B48D@aol.com>
Well, I downloaded Netscape's newsreader. Microsoft's was freaking out.

Here's the code, in 3.1 format. Please notify me of any glitches in the
code.

//********************** Warning! Messy Code Ahead
**********************

camera{location<0,0,-25>look_at<0,0,0> angle 10 }

light_source{<100000,200000,-50000>,<1.2 1.2 1>}
light_source{<-100000,0,-50000>,<.2 .3 .4> shadowless}

//****************The sky:

background{rgb<.3 .5 .9>}
fog{rgb<.5 .7 1> distance 200 fog_type 2 fog_alt 5 fog_offset 0}
plane{y,100 pigment{bumps scale 170 translate z*190 turbulence 1
color_map{[0 rgb 1.5][1 rgbf<1 1 1 1>]}}normal{bumps .001}finish{diffuse

}no_shadow hollow}
plane{y,90 pigment{bumps scale 170 translate z*190 turbulence 1
color_map{[0 rgb .4][.8 rgbf<1 1 1 1>]}}normal{bumps .001}finish{diffuse

1}hollow}

//****************The Ground:

plane{y,-4 pigment{rgb 1}normal{granite 2 scale 5}hollow}

//****************The eye:

union{

//****************The white, iris and pupil:

blob{threshold 1
sphere{<0,0,0>,2,2}
sphere{<0,0,0>,.5,-.7 scale z*.7 translate z*-1}
texture{wood scale 2 texture_map{
[.16 pigment{rgb 0}]   //*****************pupil
[.17 pigment{rgb<.47 .77 .47>}finish{specular .05 brilliance
.2}normal{granite .05 scale .2 sine_wave warp{black_hole<0,0,0>,.5
strength
4}}]
[.25 pigment{rgb<.5 .8 .5>}finish{specular .3 brilliance
.2}normal{granite
.05 scale<1,1,8> frequency 2 sine_wave
warp{black_hole<0,0,0>,.5 strength 4}}]
[.39 pigment{rgb<.5 .5 .4>}]
[.43 pigment{rgb .4}]
[.52 pigment{gradient z turbulence .25 translate z*.5 scale 1.5
color_map{[.3 rgb<1 .7 .7>][.5 rgb 1]}}finish{diffuse .8}]
}
}}

//******************The shiny, clear coating + lens. Also a proud
supporter
of Veins!

blob{threshold 1
sphere{<0,0,0>,2,2}
//sphere{<0,0,-1>,.5,.7}
sphere{<0,0,0>,.5,.7 scale z*.75 translate z*-.9}
texture{wood scale 2 texture_map{
[.36 pigment{rgbf<1 1 1 1>}finish{phong 1 phong_size 100 reflection .2}]

[.4 pigment{crackle ramp_wave turbulence .25 color_map{[0 rgbf<1 .9 .8
1>][.005 rgbf<1 1 1 1>]}
}finish{phong 1 phong_size 100 reflection .2}normal{granite .015 scale
.15
turbulence .5}]}}
interior{ior 1.1}
scale 1.011}
}


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