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Sometimes, it's nice to get back to basics.
// Persistence of Vision Ray Tracer Scene Description File
// File: RCYBTest.pov
// Vers: 3.6
// Desc: Basic Scene Example
// Date: 2005.09.03
// Auth: PM 2Ring
//
// -f +A0.6 +AM2 +R1
// -f -A0.4 +AM2 +R1
// -d +A0.1 +AM2 +R3
// -d +A0.15 +AM2 +R2
// -d +W1200 +H900 +A0.1 +AM2 +R2
//
//
#version 3.6;
global_settings {
assumed_gamma 1.0
//radiosity{pretrace_end 0.8 always_sample 0}
}
// ----------------------------------------
#declare CamPos = <2.75, 2.75, -5.25>;
camera {
location CamPos
direction z
right x*image_width/image_height up y
look_at -y*.35
angle 42
}
#if(0)
sky_sphere {
pigment {
gradient y
color_map {
[0.2 rgb 0.1]
[0.7 rgb 1.1]
}
}
}
#end
//light_source {<-30, 30, -30> rgb 1.75 spotlight point_at 0 falloff 3.5
radius 0.75}
//light_source {CamPos rgb .35}
light_source {
<-30, 30, -30> *1.5
//rgb 1
rgb 1.75 spotlight point_at 0 falloff 2.5 radius 0.75
area_light 1.25*x,1.25*z,7,7 jitter adaptive 1 orient circular
}
light_source {CamPos rgb .1}
//---Color Maps--------------------------------------------
//Make a color_map from a0 to a1
#macro CMRange(a0, a1)color_map{[0 a0][1 a1]}#end
//Make a color_map from Black to a
#macro CMFull(a)CMRange(rgb 0, a)#end
//#macro CMFull(a)CMRange(-a, a)#end
//Convert UV coordinates to RGB
#declare subCount = 1;
#macro UVtoRGB(U,V) (<1+U+V, subCount-U+V, 2*subCount-1-U-V>/(2*subCount))
#end
// ----------------------------------------
plane {
y, -1.0001
pigment {checker rgb 0 rgb 1 scale 2}
finish{ambient 0*.05 diffuse .85 specular 0.5 roughness 1e-3 reflection
..1}
}
#declare F = 0.5;
#declare RCYB0 = pigment{
average
pigment_map{
[function{(1+x+y)/2} CMFull(red 3)]
[function{(1-x+y)/2} CMFull(green 3)]
[function{(1-x-y)/2} CMFull(blue 3)]
}
}
#declare FBox = finish{ambient .4 diffuse 0.8 specular 1 roughness 1e-4
reflection {0.1,0.25 fresnel}}
#declare TBox = texture {
pigment {
RCYB0
}
finish{FBox}
scale sqrt(2)*1.0001
rotate 45*z
}
#declare Box = box {-1, 1 texture {TBox}}
#declare DrillRad = .75; //sqrt(.5);
#declare DrilledBox =
difference{
box {-1, 1}
cylinder{-x,x, DrillRad scale 1.0001}
cylinder{-y,y, DrillRad scale 1.0001}
cylinder{-z,z, DrillRad scale 1.0001}
texture {TBox}interior{ior 2.5}
}
//object{Box}
object{DrilledBox}
//sphere{CamPos, .1 pigment{rgb 1 filter .2 transmit 1.25}}
// ----------------------------------------
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Download 'rcybtestc3s.jpg' (77 KB)
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"news.povray.org" <js### [at] sun com> wrote:
> PM 2Ring wrote:
> > Sometimes, it's nice to get back to basics.
>
> Spooky, this looks just like a shape I was playing with a couple of months
> back, for maybe a first post...
Tasty! But it does look like it's floating above the floor.
Is it just hollowed out using cylinders, or did you use a sphere as well?
I like your bevelled tiles. I think reflective scenes like this are crying
out for an .hdri lightprobe.
> but I got distracted and never finished it.
My hard drives are littered with POV projects that I intend to get back to,
some day... :)
> Great minds think alike :)
:)
Here's one of mine on a tiled floor.
//------------------------------------------------------------
// Persistence of Vision Ray Tracer Scene Description File
// File: IsoTiles.pov
// Vers: 3.6
// Desc: Multiple rounded square tiles using a single isosurface
// Date: 2005.09.06
// Auth: PM 2Ring
//
// -D +A0.1 +AM2 +R2
// -F -A0.5 +AM2 +R1
// -d +W1200 +H900 +A0.1 +AM2 +R2 +C
//
#version 3.6;
#include "functions.inc"
#include "colors.inc"
#include "stones.inc"
global_settings {
assumed_gamma 1.0
//max_trace_level 20
//radiosity{pretrace_end 0.08 always_sample off brightness 0.5}
}
#declare TGrout =
texture{
pigment{granite scale .08 color_map{[0.2 rgb .8][0.8 rgb 1]}}
finish{ambient 0.15 diffuse .875}
normal{granite .2 scale .085}
}
#declare StoneMax=44;
#declare T_Stones0 = array[StoneMax]{
T_Stone1, T_Stone2, T_Stone3, T_Stone4, T_Stone5,
T_Stone6, T_Stone7, T_Stone8, T_Stone9, T_Stone10,
T_Stone11, T_Stone12, T_Stone13, T_Stone14, T_Stone15,
T_Stone16, T_Stone17, T_Stone18, T_Stone19, T_Stone20,
T_Stone21, T_Stone22, T_Stone23, T_Stone24, T_Stone25,
T_Stone26, T_Stone27, T_Stone28, T_Stone29, T_Stone30,
T_Stone31, T_Stone32, T_Stone33, T_Stone34, T_Stone35,
T_Stone36, T_Stone37, T_Stone38, T_Stone39, T_Stone40,
T_Stone41, T_Stone42, T_Stone43, T_Stone44,
}
#declare TGloss = texture{
pigment{rgb 1 transmit 1.15}
finish{ambient 0 diffuse 0.5 phong 1 phong_size 250 reflection 0.1}
}
#declare StoneMax=7;
#declare T_Stones = array[StoneMax]{
T_Stone8, T_Stone15, T_Stone16, T_Stone17, T_Stone17, T_Stone17,
T_Stone21,
}
//Add gloss to stones
#if(1)
#declare I=0;
#while(I<StoneMax)
#declare T_Stones[I] = texture{T_Stones[I] scale 2 } texture{TGloss}
#declare I=I+1;
#end
#end
#declare W = 1/24; //Cell width
//centered absolute modulus
#declare amod = function(A,B) {mod(abs(A),2*B)-B}
//sign-sensible modulus
#declare smod = function(A,B) {mod(B+mod(A,B),B)}
#declare DI=1/StoneMax;
#declare MultiStone = texture{
cells
texture_map{
#declare I=0;
#while(I<StoneMax)
[I*DI T_Stones[I]]
[(I+1)*DI T_Stones[I]]
#declare I=I+1;
#end
}
}
#declare MultiStone1 = texture{
cells
texture_map{
[0.2 T_Stones0[17]]
[0.2 T_Stones0[16]]
[0.9 T_Stones0[16]]
[0.9 T_Stones0[20]]
}
}
#declare DrillRad = 0.75; //sqrt(.5);
#declare DrilledBox =
difference{
box {<-1,-1,-1>, <1,1,1>}
cylinder{-x,x, DrillRad scale 1.0001}
cylinder{-y,y, DrillRad scale 1.0001}
cylinder{-z,z, DrillRad scale 1.0001}
texture {pigment{rgb <1 .9 .5>}finish{ambient 0 diffuse 0.2 specular 1
roughness 1e-4 reflection{0.8 metallic}}}
translate <2, 0, -2>
}
//#declare TW = .975;
#declare TW = 1.05;
#declare Tiles =
isosurface{
function {f_rounded_box(amod(x,W)*TW, y, amod(z,W)*TW, .0135, W, W, W)}
contained_by{box{<-1,0,-1>,<1,W,1>}}
max_gradient 1.0
texture {MultiStone scale 2*W}
//pigment{checker rgb 0, rgb 1 scale 2*W}
//finish{ambient .05 diffuse .875 specular 0.5 roughness 1e-4 reflection
0.15}
scale 8
translate y*-(1+ 8*W)*1.001
}
//------------------------------------------------------------
object{DrilledBox}
object{Tiles}
#if(1)
sky_sphere {
pigment {
gradient y
color_map {
[0.2 rgb 0.1]
[0.7 rgb 0.9]
}
}
}
#end
#if(1)
plane {
y, -1.075
texture{
TGrout
//pigment {red 1}
}
}
#end
#declare CamPos = <3, 6, -8>*1.5;
camera {
location CamPos
direction z
right x*image_width/image_height up y
look_at -y*4
angle 40
}
light_source {
<-1, 6, -8> * 10
#if(0)
rgb 1
#else
rgb 200 // 150
//area_light 3*x,3*z,5,5 jitter adaptive 1 orient circular
spotlight point_at <0,1.2,-5> falloff 4 radius 1
fade_distance 4.75 fade_power 2
#end
}
//light_source {CamPos rgb .05}
//------------------------------------------------------------
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