//#declare Modelling = on; #declare Qual = on; // low quality: insert +q1 #declare Radiosity = off; #declare HiRad = off; #declare Photons = off; //+fn renders to .png !!! #include "colors.inc" #include "metals.inc" //#include "Views.inc" //#include "J.inc" //#include "Print.inc" /* #include "J.tga" #include "Print.tga" */ global_settings { assumed_gamma 1.0 #if (Qual = off) max_trace_level 1 #end } // radiosity (global illumination) settings // only used if '+qr' option is specified global_settings { #if (Radiosity) radiosity { pretrace_start 0.08 // start pretrace at this size pretrace_end 0.04 // end pretrace at this size #if(HiRad) count 50 // higher -> higher quality (1..1600) [35] error_bound .5 // higher -> smoother, less accurate [1.8] recursion_limit 5 // how much interreflections are calculated (1..5+) [3] normal on // take surface normals into account [off] media on // take media into account [off] #else count 35 // higher -> higher quality (1..1600) [35] error_bound 1.8 // higher -> smoother, less accurate [1.8] recursion_limit 3 // how much interreflections are calculated (1..5+) [3] #end nearest_count 6 // higher -> higher quality (1..10) [5] low_error_factor .5 // 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 //save_file "file_name" // save radiosity data //load_file "file_name" // load saved radiosity data //always_sample off // turn sampling in final trace off [on] //max_sample 1.0 // maximum brightness of samples } #end #if (Photons) // adding a photon{} block to global_settings activates photon mapping. // photons also need to be adjusted for light sources and objects. photons { spacing 0.01 // specify the density of photons //count 100000 // alternatively use a total number of photons //gather min, max // amount of photons gathered during render [20, 100] //media max_steps [,factor] // media photons //jitter 1.0 // jitter phor photon rays //max_trace_level 5 // optional separate max_trace_level //adc_bailout 1/255 // see global adc_bailout //save_file "filename" // save photons to file //load_file "filename" // load photons from file //autostop 0 // photon autostop option //radius 10 // manually specified search radius // (---Adaptive Search Radius---) //steps 1 //expand_thresholds 0.2, 40 } #end } // ---------------------------------------- // camera { location <0.0, 0, -10> direction 1.5*z right 4/3*x look_at <0.0, 0.0, 20> } sky_sphere { pigment { gradient y // turbulence 0.01 color_map { [0.0 color rgb<.6,.8,.9> ][.1 color rgb<.3,.7,.9>] [1.0 color blue 0.6] } } } // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color rgb .5 // light's color area_light <4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light circular // make the shape of the light circular orient // orient light translate <5, 10, -100> // position of light // photon block for an object #if (Photons) // photon block for a light source photons { refraction on reflection on //area_light } #end } // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color red .5 // light's color area_light <4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light circular // make the shape of the light circular orient // orient light translate <5, 20, -100> // position of light // photon block for an object #if (Photons) // photon block for a light source photons { refraction on reflection on //area_light } #end } // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color green .5 // light's color area_light <4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light circular // make the shape of the light circular orient // orient light translate <10, 30, -100> // position of light // photon block for an object #if (Photons) // photon block for a light source photons { refraction on reflection on //area_light } #end } // An area light (creates soft shadows) // WARNING: This special light can significantly slow down rendering times! light_source { 0*x // light's position (translated below) color blue .5 // light's color area_light <4, 0, 0> <0, 0, 4> // lights spread out across this distance (x * z) 4, 4 // total number of lights in grid (4x*4z = 16 lights) adaptive 0 // 0,1,2,3... jitter // adds random softening of light circular // make the shape of the light circular orient // orient light translate <20, 25, -100> // position of light // photon block for an object #if (Photons) // photon block for a light source photons { refraction on reflection on //area_light } #end } box { <-1000,-1000,0>, 1000 texture{ // pigment{image_map {jpeg "Logo.jpg"} scale <10,8,10> translate -5} ///* pigment { marble turbulence 1 color_map { [0.0 color rgbft <1,1,1,1,1>][0.5 color rgbft <1,1,1,1,1>][1.0 color rgbft <.7,.8,.9,.5,0>] } } //normal{bozo turbulence 1} pigment { bozo scale .5 turbulence 1 color_map { [0.0 color rgbft <1,1,1,0,0>][0.5 color rgbft <1,1,1,0,0>][1.0 color rgbft <.7,.8,.9,0,0>] } } //normal{bozo turbulence 1} //*/ } hollow on } //object {J translate x*-1} //object {Print translate x} /* // create a TrueType text shape object {J scale .02 rotate <90,0,180> translate -x} text { ttf // font type (only TrueType format for now) "smash.ttf", // Microsoft Windows-format TrueType font file name "Print", // the string to create 2, // the extrusion depth 0 // inter-character spacing translate <0,0,-1> } */ union {height_field { tga // the file type to read (tga/pot/pgm/ppm/png/sys) "J HF.tga" // the file name to read // texture {...} smooth // smooth surface normal water_level .15 // truncate/clip below N (0.0 ... 1.0) // translate VECTOR | rotate VECTOR | scale VECTOR translate <0,-.15,0> scale<1,.1,1> } height_field { tga // the file type to read (tga/pot/pgm/ppm/png/sys) "J HF.tga" // the file name to read // texture {...} smooth // smooth surface normal water_level .15 // truncate/clip below N (0.0 ... 1.0) // translate VECTOR | rotate VECTOR | scale VECTOR scale -1.2*y translate <0,.15,0> } material{// texture{ // pigment{colour rgb <.5,.4,.1>} // finish{reflection {<.3,.2,.1>,<.5,.4,.1>/3 } specular .5 metallic .5} // } //texture{finish{specular 0}} texture{T03} // gold } //pigment {colour rgb <1,.9,.1> } //finish{reflection <1,.9,.1>/2.5} scale <4,.8,3> rotate <-45,0,0> translate <-3.5,-.5,-3> // photon block for an object photons{ target 1.0 // spacing multiplier for photons hitting the object //refraction on reflection on //collect off // ignore photons //pass_through // do not influence photons } } // uses image color index as height, extends along X-Z axes // from <0 0 0> to <1 1 1> height_field { tga // the file type to read (tga/pot/pgm/ppm/png/sys) "Print HF.tga" // the file name to read // texture {...} smooth // smooth surface normal water_level .2 // truncate/clip below N (0.0 ... 1.0) // translate VECTOR | rotate VECTOR | scale VECTOR pigment {colour rgbf <0,.7,1,1> } finish{reflection<.01,.2> specular .1} interior{ior 1.6 fade_power 10000 fade_color blue 1 fade_distance .01} scale <7,.05,2>*.8 rotate <-90,0,0> translate <-1,-1,.015> // photon block for an object photons{ target 1.0 // spacing multiplier for photons hitting the object refraction on reflection on //collect off // ignore photons //pass_through // do not influence photons } }