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Pabs wrote:
>I don't really know how it is done or the math behind it but
>just my theories from what I have seen on TV.
>
A vertigo was the first thing I posted on this server, its gone by now.
Here's the code for a simple version.
#version 3.1
#include "colors.inc"
global_settings {assumed_gamma 1}
light_source {<500,500,-500> rgb<1,1,1>}
#declare WOV=2;
#declare StartAngle= 10;
#declare StopAngle= 120;
#declare CamAngle= StartAngle+(clock*(StopAngle-StartAngle));
#declare Zcam= WOV/tan(radians(CamAngle/2));
camera {
location <0,1,-Zcam>
look_at <0,1,0>
angle CamAngle
}
sky_sphere {
pigment {
gradient y
color_map { [0 color blue 0.6] [1 color rgb 1]}
}
}
plane {
y, 0
texture {
pigment {
checker color rgb <1,1,1> color rgb <0,0,1>
scale 0.25
}
finish {reflection 0.2}
}
}
#declare Count= -2;
#while (Count<=2)
cylinder {
<0,0,0>,<0,2,0>,0.02
translate <Count,0,0>
texture {
pigment {color White}
finish {diffuse 1}
}
}
#declare Count= Count+0.5;
#end
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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