#version unofficial MegaPov 0.6; //Radphotblur by Andy Cocker // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "metals.inc" #declare Shapes_On=yes; #declare Rad_On=yes; #declare Photons_On=no; #declare Area_Light=yes; #declare Reflect_Blur=yes; #declare BlurSamps=20; global_settings { #if (Photons_On) photons { spacing 0.02 gather 60, 100 autostop 0 jitter 1 } #end max_trace_level 25 #if (Rad_On) ini_option "+QR" #end radiosity { pretrace_start 0.16 pretrace_end 0.08 count 50 nearest_count 3 error_bound 2.5 recursion_limit 4 low_error_factor .5 gray_threshold 0.0 minimum_reuse 0.015 brightness 1 adc_bailout 0.01/(18*2) } } camera{ location <-7,4.5,-8> look_at <0,0.5,0> angle 45 } #if (Area_Light) light_source { 0*x color rgb 1.0 area_light <1, 0, 0> <0, 0, 1> 4, 4 adaptive 1 orient photons {area_light} // jitter translate <0, 5.5, 0> } #else light_source { 0*x color red 1.0 green 1.0 blue 1.0 translate <0, 5.5, 0> } #end #declare MyHexDark= material { //1 texture { pigment { hexagon color rgb .5,color rgb .4,color .3} finish { specular .1 roughness 0.01 ambient 0 diffuse .8} } //2 texture { pigment { hexagon color rgbf 1,color rgb <.4,.35,.35>,color rgbf 1} finish { specular .1 roughness 0.01 ambient 0 diffuse .8} scale .25} //3 texture { pigment { hexagon color rgbf 1,color rgbf <.45,.45,.55,.8>, color rgbf 1} finish { specular .1 roughness 0.01 ambient 0 diffuse .8} scale .5} // texture { pigment { hexagon color rgbf 1,color rgbf <.35,.25,.15,.55>, color rgbf 1} finish { specular .1 roughness 0.01 ambient 0 diffuse .8} scale .75} } #declare Glass = material { texture { pigment { color rgbf <1.0, 1.0, 1.0, 0.7> } finish { ambient 0.0 diffuse 0.0 specular 1.0 roughness 0.001 reflection 0.5 } } interior { ior 1.2 } } #declare MyChrome= material { texture {T_Chrome_3C finish { reflection .9 reflect_metallic #if (Reflect_Blur) reflection_blur 0.015 reflection_samples BlurSamps #end} } } #declare MyGold= material { texture {T_Gold_3C finish { reflection .9 reflect_metallic #if (Reflect_Blur) reflection_blur 0.015 reflection_samples BlurSamps #end} } } #declare MyDull= material { texture { pigment { rgb 0} finish { ambient 0 diffuse 1} } } #declare seeed=seed(7); #declare s1=seed(746); #declare s2=seed(42242); #declare choose=seed(89); #if (Shapes_On) union { #declare ex_direct=-8; #while (ex_direct<=8) #declare zed_direct=-8; #while (zed_direct<=8) union { #if (rand (choose)>0.5)//choose whether glass or gold cylinder {<0,0.11001,0>, <0,0.5,0>,0.5 material {MyGold}} #else cylinder {<0,0.11001,0>, <0,0.5,0>,0.5 material {Glass}} #end cylinder {<0,0.05,0>,<0,0.11,0>,0.5 material {MyDull}} cylinder {<0,-0.05,0>,<0,0.05,0>,0.5 texture {T_Gold_3C pigment {rgb } finish {reflection .9 reflect_metallic #if (Reflect_Blur) reflection_blur 0.015 reflection_samples BlurSamps #end} }} cylinder {<0,-0.11,0>,<0,-0.05,0>,0.5 material {MyDull}} cylinder {<0,-.5,0>, <0,-0.11001,0>,0.5 material {MyChrome}} rotate translate } #declare zed_direct=zed_direct+2; #end #declare ex_direct=ex_direct+2; #end photons { target reflection on refraction on ignore_photons} } #end union { plane {y,0 material {MyHexDark scale .25 } rotate z*-90 translate x*-9 hollow}//left wall plane {y,0 material {MyHexDark scale .25 } rotate x*-90 rotate y*90 translate x*9 hollow}//right wall plane {y,0 material {MyHexDark scale .25 } rotate x*-90 translate z*9 hollow}//back wall plane {y,0 material {MyHexDark scale .25 } rotate x*90 translate z*-9 hollow}//near wall plane {y,0 material {MyHexDark scale .25 } rotate x*180 translate y*6 hollow}//top wall plane {y,-0.7 material {MyHexDark scale .25 }hollow} //floor }