// Persistence of Vision Ray Tracer Scene Description File // File: wpool.pov // Vers: 3.5 // Desc: Photons and water test // Date: Sept. 2001 // Auth: Jaime Vives Piqueres // #version 3.5; // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions // ==== Additional Includes ==== #include "FINISH.INC" // Some basic finishes #include "SKIES.INC" // Ready defined sky spheres // ==== Global settings ==== #declare Photons=on; global_settings { max_trace_level 15 ambient_light 0.0 radiosity{} // no +qr! Nice... :) #if (Photons) // global photon block photons { spacing 0.0125 // increase to .00125 for a good effect } #end } // ==== sky to reflect ==== sky_sphere {S_Cloud2} // ==== terrain ==== plane { y, 0 hollow texture{pigment {Tan}} } // ==== pool === union{ // pool difference{ box{-.5,.5} box{-.5,.5 scale .9 translate .11*y} hollow scale <2,.5,2> texture{ pigment{ brick color SkyBlue color Turquoise } scale <.01,.02,.01> scale .5 } translate .25*y } // exterior construction difference{ box{-.5,.5} box{-.5,.5 scale <.9,1.1,.9>} box{-.5,.5 scale <1.1,.9,.9>} box{-.5,.5 scale <.9,.9,1.1>} hollow scale <4,2,4> pigment{ brick color Wheat color Firebrick scale .02 } translate 1*y } // water solid height_field { function 400,400 { pigment { bumps turbulence .1 color_map { [0 rgb .98] [1 rgb 1] } scale .05 } } translate -0.5 scale .89 hollow photons { target 1.0 refraction on reflection on } scale <2,.5,2> material { // water material texture { pigment {rgbt .95} finish { specular 1 roughness 0.001 ambient 0 diffuse 0 reflection { 0.1, 1.0 fresnel on } conserve_energy } } interior { ior 1.33 fade_power 4 fade_distance 1 fade_color SummerSky } } translate .25*y } rotate 30*y } // ==== typical ball ==== union{ #declare n=0; #while (n<6) sphere{0,.1 scale <.9,1,1> rotate n*(360/6)*y} #declare n=n+1; #end texture{ pigment{ radial color_map{ [0.0 White] [0.5 White] [0.5 Red] [1.0 Red] } frequency 6 } finish{Shiny reflection{.05,.2}} } rotate <30,24,147> translate .55*y } camera { location <0,1,-2> direction 1.7*z look_at <-.01,0.25,0> } light_source { <-500,1500,-1500> White*.8+Gold*.1 fade_distance 10000 fade_power 2 photons { refraction on reflection on } }