// Persistance of Vision Raytracer V3.1 // World definition file. // // Contains 4 lights, 4 materials and 14 primitives. // // This file was generated for POV-Ray V3.1 by // Moray V3.1 For Windows (c) 1991-1998 Lutz + Kretzschmar // // Date : 02/15/1999 (15.02.1999) // /* The text between these two comments is in MorayPOV.INC and is automatically included in all POV files that Moray exports. */ default { texture { pigment { rgb <1,0,0> } } } /* // Scene Comment This scene was created with Moray For Windows. */ // End Scene Comment global_settings { adc_bailout 0.003922 ambient_light <1.0,1.0,1.0> assumed_gamma 1.9 hf_gray_16 off irid_wavelength <0.247059,0.176471,0.137255> max_intersections 64 max_trace_level 10 number_of_waves 10 radiosity { brightness 3.3 count 100 distance_maximum 0.0 error_bound 0.4 gray_threshold 0.5 low_error_factor 0.8 minimum_reuse 0.015 nearest_count 6 recursion_limit 1 } } background { color <0.000,0.000,0.000> } camera { // Camera Camera01 location < -59.103, -46.480, 22.726> direction < 0.0, 0.0, 2.4880> // Aperture is 0.40 degrees sky < 0.00000, 0.00000, 1.00000> // Use right handed-system up < 0.0, 0.0, 1.0> // Where Z is up right < 1.33333, 0.0, 0.0> // Aspect ratio look_at < 0.000, 0.000, 1.000> } // Other cameras are commented out. /* camera { // Camera SpotCam001 location < 0.000, -0.582, 55.504> // Attached to Spotlight001 direction < 0.0, 0.0, 1.1840> // Aperture is 0.80 degrees sky < 0.00000, 0.00000, 1.00000> // Use right handed-system up < 0.0, 0.0, 1.0> // Where Z is up right < 1.33333, 0.0, 0.0> // Aspect ratio look_at < 0.000, -0.581, 35.325> // Following Spotlight001 } */ /* camera { // Camera SpotCam002 location < -35.937, -33.128, 15.894> // Attached to Spotlight002 direction < 0.0, 0.0, 1.1840> // Aperture is 0.80 degrees sky < 0.00000, 0.00000, 1.00000> // Use right handed-system up < 0.0, 0.0, 1.0> // Where Z is up right < 1.33333, 0.0, 0.0> // Aspect ratio look_at < -52.650, -44.070, 13.041> // Following Spotlight002 } */ // // ******* L I G H T S ******* // light_source { // Light001 <0.000, 0.000, 0.000> color rgb <1.000, 1.000, 1.000>*4.1423 } light_source { // Spotlight Spotlight001 <0.000, -0.581, 55.504> color rgb <1.000, 1.000, 1.000> spotlight point_at <0.000, -0.581, 15.145> falloff 22.894 // outer radius (in deg) radius 16.055 // inner radius tightness 0.000 } light_source { // Light1 <0.000, -20.000, 20.000> color rgb <1.000, 1.000, 1.000> } light_source { // Spotlight Spotlight002 <-35.937, -33.128, 15.894> color rgb <1.000, 1.000, 1.000> spotlight point_at <-69.364, -55.012, 10.188> falloff 22.894 // outer radius (in deg) radius 16.055 // inner radius tightness 0.000 } // // ******** MATERIALS ******* // #include "globe.inc" // // ******** REFERENCED OBJECTS ******* // // // ******** OBJECTS ******* // sphere { // Sphere002 <0,0,0>,1 material { Material2 } scale <2.0, 29.672365, 29.672365> rotate 34.223423*z translate <-64.319088, -47.270655, 0.0> } // // Include file contains 'RotSweep001' // #include "globe.in1" object { // RotSweep001 RotSweep001_Raw material { Bronze_Metal } translate <0.0, -0.51832, -12.345698> } box { // Cube002 <-1, -1, -1>, <1, 1, 1> material { Bark1 } scale <60.0, 60.0, 0.5> translate -14.151318*z } #declare CSG002 = difference { torus { // Torus003 1.05, 0.05 rotate -x*90 scale 8.0 rotate <180.0, -89.910004, 180.0> } box { // Cube001 <-1, -1, -1>, <1, 1, 1> scale <-8.686609, -7.916847, 9.962202> translate -7.890064*y } material { Bronze_Metal } scale 1.192441 translate <0.0, -0.577322, 0.192441> } #declare CSG001 = union { torus { // Torus001 1.05, 0.05 rotate -x*90 scale 6.960311 rotate -90.0*y } torus { // Torus002 1.05, 0.05 rotate -x*90 scale 6.960311 } material { Bronze_Metal } } union { // CSG003 object { CSG002 } cylinder { // Cylndr001 <0,0,1>, <0,0,0>, 1 material { Bronze_Metal } scale <0.2, 0.2, 20.0> translate -9.809287*z } object { CSG001 } cylinder { // Cylndr002 <0,0,1>, <0,0,0>, 1 material { Bronze_Metal } scale <0.2, 0.2, 15.0> rotate -90.0*y translate <7.669212, 0.0, -0.170427> } sphere { // Sphere001 <0,0,0>,1 material { Material1 } scale 5.787603 } rotate -23.127964*x }