// Persistence of Vision Ray Tracer Scene Description File // File: Rad_test2.pov // Vers: 3.5 // Desc: Radiosity Test // Date: 14/09/2001 // Auth: Andy Cocker // #include "colors.inc" #include "textures.inc" #include "stones1.inc" #include "woods.inc" #include "golds.inc" #version 3.5; global_settings { photons { spacing 0.02 autostop 0 } // Don't think these show up. assumed_gamma 1.0 radiosity { pretrace_start 0.08 // start pretrace at this size pretrace_end 0.02 // end pretrace at this size count 75 // higher -> higher quality (1..1600) [35] nearest_count 10 // higher -> higher quality (1..10) [5] error_bound 0.25 // higher -> smoother, less accurate [1.8] recursion_limit 1 // how much interreflections are calculated (1..5+) [3] low_error_factor .2 // reduce error_bound during last pretrace step gray_threshold 0.0 // increase for weakening colors (0..1) [0] minimum_reuse 0.015 // reuse of old radiosity samples [0.015] brightness 1 // brightness of radiosity effects (0..1) [1] adc_bailout 0.01/2 } } // ---------------------------------------- #declare Cam_Look_At=<-4,0,0>; #declare Cam_Loc=<0,8,-8>; camera { right x*image_width/image_height location Cam_Loc look_at Cam_Look_At angle 55 } light_source { <-18,25,0> color rgb <1, 1, 1> photons {reflection on refraction on} } sky_sphere { pigment { gradient y color_map { [0 rgb 1] //[0.7 rgb <0.0,0.1,0.8>] } } } //----------- #declare MyWood1 = texture { pigment { P_WoodGrain19A color_map { M_Wood7A }}} texture { pigment { P_WoodGrain19B color_map { M_Wood7B }}} union { difference { cylinder {<0,-5.51,0>,<0,10,0>,10} cylinder {<0,-5.5,0>,<0,11,0>,9.5} } difference { cylinder {<0,2,0>,<0,2.5,0>,10} cylinder {<0,1.9,0>,<0,2.6,0>,6} } difference { cylinder {<0,-0.5,0>,<0,0,0>,10} cylinder {<0,-0.6,0>,<0,0.1,0>,3 scale <0.75,1,1.3>} cylinder {<0,-0.6,0>,<0,0.1,0>,3 scale <1.3,1,0.75>} } difference { cylinder {<0,-3.5,0>,<0,-3,0>,10} cylinder {<0,-3.51,0>,<0,-2.9,0>,1} } texture {MyWood1 finish {ambient 0}} } #declare RR=seed(1734); union { #declare Count=1; #while (Count<=20) sphere {<0,1,0>,1 texture {DMFDarkOak scale .2 finish {ambient 0} rotate }//end texture translate <0,0,7> rotate <0,Count*18,0> } #declare Count=Count+1; #end } union { #declare Count=1; #while (Count<=20) sphere {<0,1,0>,1 translate <0,2.5,7.5> rotate <0,Count*18,0> texture {T_Grnt25 finish {ambient 0}}} #declare Count=Count+1; #end } /* union { #declare Count=1; #while (Count<=10) sphere {<0,1,0>,1 translate <0,0,4.5> rotate <0,Count*36,0>} #declare Count=Count+1; #end material {My_Glass} photons {target 1 reflection on refraction on collect off}} //------------ */ union { #declare Count=1; #while (Count<=6) sphere {<0,0,0>,1 scale <0.45+((rand(RR)+0.001)/2),1,0.45+((rand(RR)+0.001)/2)> translate <0,-2,2> rotate <0,Count*60,0>} #declare Count=Count+1; #end texture {T_Gold_3C finish {ambient 0}} photons {target 1 reflection on refraction on }} union { #declare Count=1; #while (Count<=15) sphere {<0,1,0>,1 translate <0,-3,5> rotate <0,Count*24,0>} #declare Count=Count+1; #end texture {T_Grnt18 finish {ambient 0}} } sphere {<0,-4.5,0>,1 texture {T_Grnt13 finish {ambient 0}}}