#version unofficial MegaPov 0.7; // Actually ML-POV global_settings { assumed_gamma 1 radiosity { pretrace_start 0.08 pretrace_end 0.01 count 400 nearest_count 7 error_bound 0.3 recursion_limit 1 low_error_factor 0.75 gray_threshold 0 minimum_reuse 0.017 brightness 1.7 adc_bailout 0.01/2 } } #default { finish { ambient 0 brilliance 1+(1^2.2) } } // Camera with focal blur camera { location <0,2,-4>*1.3 look_at 0 angle 48 aperture .3 blur_samples 31 variance .00001 confidence .90 focal_point 0 } // Dim light_sources placed where the HDR image is brightest, to give specular highlights light_source { <-60,40,-23>,<.052,.051,.04>*2 area_light x*24,y*24,2,2 adaptive 1 circular orient jitter } light_source { <-58,16,-25>,<.052,.051,.04>*3 area_light x*24,y*24,2,2 adaptive 1 circular orient jitter } light_source { <-70,4,-27>, <.052,.051,.04>*2 } // Ground plane { y,-1 hollow pigment { image_map { tga "d:\textures\concrete\plaster21.tga" interpolate 2 } translate .5 rotate 90*x scale <640,1,480>/28 } normal { granite .2 scale .6 } finish { diffuse .2 brilliance .8 reflection .06 } } // Texture to the black sphere #local Metal_Pigment_Finish=texture { pigment { rgb .1*z } finish { reflection .29 diffuse .05 brilliance 4 metallic reflection_exponent .85 } } #local Metal=texture { average texture_map { #local Count=0; #while(Count<7) // Blur samples 0 - 255 [1 Metal_Pigment_Finish normal { bumps .6 scale 1000 translate Count*130 } ] #local Count=Count+1; #end }} // The 3 spheres in the scene sphere { 0,.4 translate <-1.3,-.6,-1> texture { Metal } } sphere { 0,1 pigment { rgb .6 } finish { specular 1 roughness .03 } } sphere { 0,.4 translate <1.3,-.6,-1> pigment { rgb <.6,.3,.28>*2 } finish { specular 1 roughness .03 diffuse .3 } normal { granite .33 scale .15 } } // Sky sphere (enviroment) sphere { 0,500 hollow finish { diffuse 0 ambient .2 } pigment { image_map { hdr "f:\programmer\POV-Ray\hdr\beach_probe.hdr" interpolate 2 map_type 7 } } }