// Persistence of Vision Raytracer V3.1 // World definition file. // // Contains 1 lights, 2 materials and 3 primitives. // // This file was generated for POV-Ray V3.1 by // Moray V3.2 For Windows Copyright (c) 1993-2000 Lutz + Kretzschmar // // Date : 06/06/2000 (06.06.2000) // /* 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 V3.2 For Windows. */ // End Scene Comment // Scene Includes #version unofficial MegaPov 0.5; // version number may be different // End Scene Includes global_settings { photons{ count 4000000 save_file "dia2photon.pht" autostop 0 jitter .4 max_trace_level 20 } 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 < -119.521, 79.808, 15.330> sky < 0.00000, 0.00000, 1.00000> // Use right handed-system up < 0.0, 0.0, 1.0> // Where Z is up right < 1.34707, 0.0, 0.0> // Right Vector is adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect ratio angle 30.00000 // Vertical 22.500 look_at < 0.000, 0.000, -10.315> } // // ******* L I G H T S ******* // light_source { // Arealight Arealight001 <0.0, 0.0, 0.0> color rgb <1.000, 1.000, 1.000> area_light <2.000, 0.000, 0.000>, <0.000, 2.000, 0.000>, 5, 5 adaptive 3 jitter scale 66.003227 translate 77.2052*z } // Moray V3.2 For Windows Copyright (c) 1993-2000 Lutz + Kretzschmar // // // ******** MATERIALS ******* // #include "dia2.inc" // // ******** REFERENCED OBJECTS ******* // // // ******** OBJECTS ******* // #include "C:\PROGRAM FILES\MORAY\POVScn\diamond1.inc" #declare Object02_GOLD__LIGHT__Ref = object { Object02_GOLD__LIGHT_ material { BoisJaune scale 0.5 } } #declare Object01_GLASS_Ref = object { Object01_GLASS material { dia } photons { target refraction on reflection on /* ignore_photons */ } } union { // Diamond1_group object { Object02_GOLD__LIGHT__Ref } object { Object01_GLASS_Ref } }