// Persistence of Vision Ray Tracer Scene Description File // File: ?.pov // Vers: 3.6 // Desc: Basic Scene Example // Date: mm/dd/yy // Auth: ? // #version 3.6; #include "colors.inc" global_settings { assumed_gamma 1.0 } // ---------------------------------------- camera { location <0.0, 1.5, -8.0> direction 1.5*z right x*image_width/image_height look_at <0.0, 0.0, 0.0> } fog { fog_type 2 distance 15 color rgb 0.6 // gray fog_offset 0.1 fog_alt 0.2 turbulence 1.0 } sky_sphere { pigment { gradient y color_map { [0.0 rgb <0.2,0.7,1.0>] [0.7 rgb <0.0,0.1,0.8>] } } } // create a point "spotlight" (conical directed) light source light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color spotlight // this kind of light source translate <40, 60, -60> // position of light point_at <0, 0, 0> // direction of spotlight radius 1 // hotspot (inner, in degrees) tightness 50 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 2 // intensity falloff radius (outer, in degrees) } // create a point "spotlight" (conical directed) light source light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color spotlight // this kind of light source translate <0, 0, 60> // position of light point_at <10, -5, 0> // direction of spotlight radius 2 // hotspot (inner, in degrees) tightness 50 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 2 // intensity falloff radius (outer, in degrees) } // create a point "spotlight" (conical directed) light source light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color spotlight // this kind of light source translate <0, 0, 60> // position of light point_at <0, 2, 0> // direction of spotlight radius 2 // hotspot (inner, in degrees) tightness 50 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 2 // intensity falloff radius (outer, in degrees) } // 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 <80, 20, -40> // position of light } // ---------------------------------------- plane { y, -1 pigment { color rgb <0.,0.5,0.1> } } sphere { 0.0, .5 texture { pigment { gradient y color_map { [0.00 color rgb <0.0, 0.0, 0.0> ] [0.66 color rgb <1.0,1.0,1.0> ] [0.11 color rgb <0.10,0.10,0.10> ] [0.33 color rgb <10.0,0.0,1.0> ] [0.33 color rgb <1.0,0.0,10.0> ] } } finish{ specular 0.6 } } }