// Persistence of Vision Ray Tracer Scene Description File // File: anisotor.pov // Vers: 3.1 // Desc: some isosurface stuff // Date: 12/08/1999 // Auth: ReVerSi (reinhard.rettelbach.KH@t.online.de) // #version 3.1; #include "colors.inc" #include "textures.inc" // Standard Texture definitions #include "skies.inc" global_settings { assumed_gamma 1.0 max_trace_level 25 number_of_waves 4 } // ---------------------------------------- camera { location <0, 3.5, -4.0> direction 1.5*z right 4/3*x look_at <0.0, 0.0, .0> } light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <-30, 7, -30> } sky_sphere{S_Cloud2 } // ---------------------------------------- plane { y, -8.5 pigment {checker rgb <0.45, 0.55, 0.85> rgb <0.3, 0.9, 0.75> //floor pigment used for the animated version //pigment {checker rgb <0.45, 0.55, 0.85> rgb <0.3, 0.1, 0.45> //floor pigment used for the still version scale 2}} //the functions //the first block of functions is used by the animation #declare TCYL1 = function{(abs(x))^(2+abs(y))+(abs(z))^(2+abs(y))-(abs(y*0.9))^2-0.1} #declare TCYL2 = function{(abs(x))^(2+abs(y))+(abs(z))^(2+abs(y))-(abs(y*0.85))^2-0.1} #declare SPHER1 = function{x^2+y^2+z^2-(0.05+2*clock)} #declare SPHER2 = function{x^2+y^2+z^2-2*clock} //and the following one by the still verison: /* $TCYL1 = function{(abs(x))^2.7+(abs(z))^2.7-(abs(y*0.9))^2-0.1} $TCYL2 = function{(abs(x))^2.7+(abs(z))^2.7-(abs(y*0.85))^2-0.1} $SPHER1 = function{x^2+y^2+z^2-1.25} $SPHER2 = function{x^2+y^2+z^2-1.2} */ //the isosurface isosurface{ function{((TCYL1(x, y, z)*TCYL2(x, y, z))+(SPHER1(x, y, z)*SPHER2(x, y, z)))+0.3*clock*noise3d(3*x,3*y,3*z)} //function{((TCYL1(x, y, z)*TCYL2(x, y, z))+(SPHER1(x, y, z)*SPHER2(x, y, z)))+0.3*noise3d(4*x,1,4*z)} //this function is taken by for the still threshold 0.5 //change to 0.65 for the still accuracy 0.001 max_gradient 1000 bounded_by{ box{-2, 2}} pigment{ rgb <1, 0, 0>} //takes a simple pigment for the animation... /* hollow pigment{ rgbf <0.95, 0.9, 1, 0.85>} finish{ specular 0.15 roughness 0.05} interior{ior 1.18 media{emission 0.65 density{ cylindrical color_map{ [0 rgbf<0.7, 0.6, 0.2, 0.35>] [1 rgb <0.3, 0.5, 0.85>]} turbulence <0.6, 0.2, 0.6>} } } *///...and a slightly more advanced texture for the still. }