sky_sphere { pigment { gradient y color_map { [0.0 rgb (<0.6,0.7,1.0>+1)/2] [0.7 rgb (<0.0,0.1,0.8>+1)/2] } } } plane { // checkered floor y, -1 texture { pigment { checker color rgb 1 color rgb (z+1)/2 scale 0.5 } finish{ diffuse 0.8 ambient 0.1 } } } // Persistence Of Vision Ray Tracer Scene Description File // File: logo.pov // Vers: 3.5 // Desc: logo.inc demo scene // Date: September 2001 // Auth: Rune S. Johansen // // This file is an example of how to use the official POV-Ray Logo // in a scene. The original version as well as a prism version and // a bevel version are available. Any texture or material can be // applied to the logo, that way allowing for a great variety of looks. // // For more information on the POV-Ray logo, see logo.inc // // -w320 -h240 // -w800 -h600 +a0.3 #include "logo.inc" #include "transforms.inc" #include "finish.inc" #declare Design = 0; // 0 : All four designs // 1 : Original logo object with 2-d appearance. // 2 : Original logo object. // 3 : Prism logo object. // 4 : Beveled logo object. #declare LogoPigment = pigment { planar color_map { [0.0, color <1.0, 0.4, 0.4>] // Red [0.5, color <0.4, 0.9, 0.4>] // Green [1.0, color <0.4, 0.4, 1.0>] // Blue } scale 2 translate y } //background {color rgb <1,1,1>} // White background camera { // When using the logo for image_maps, 2-d designs etc., // always use orthographic camera. orthographic location -z * 4 direction +z up +y * 2 right +x * 2 * image_width/image_height // rotate +x * 90 } light_source { <+3,+4,-5> * 1000, 2.0 parallel } light_source { <+3,-4,-5> * 1000 * -1, 1 parallel } #declare Variant1 = union { union { object { Povray_Logo_Prism translate +z * 1/8 scale +z * 1/10 Shear_Trans(x, y, z-x) translate -x * 1/2 pigment {LogoPigment} } // translate -z * 1/80 translate -z * 1/10 } union { text { ttf "eurosti.ttf" "ovray" 1, 0 scale <3/4,3/4,1/4> scale z * 1/10 Shear_Trans(x, y, z-x) translate -x * 1/2 translate -y * 1/2 pigment {LogoPigment} } } /* text { ttf "eurosti.ttf" ".org" 3/64 * 4/2, 0 scale 2/4 scale y * 3/4 Shear_Trans(x, y, z-x) translate -x * 1/4 translate -y * 3/4 // translate -z * 1/16 } */ sphere { <2/4,0,2>, 2/3 // finish {Mirror} pigment { color rgb 1 } finish { ambient 0.1 diffuse 0.1 reflection 7/8 phong 1 phong_size 300 specular 1/8 } no_shadow } } #declare Variant2 = union { union { object { Povray_Logo_Prism translate +z * 1/8 scale +z * 1/10 Shear_Trans(x, y, z-x) translate -x * 1/2 pigment {LogoPigment} } // translate -z * 1/80 translate -z * 1/10 } text { ttf "eurosti.ttf" "ovray" 1, 0 scale <3/4,3/4,1/4> scale z * 1/10 Shear_Trans(x, y, z-x) translate -x * 1/2 translate -y * 1/2 pigment {LogoPigment} } /* text { ttf "eurosti.ttf" ".org" 3/64 * 4/2, 0 scale 2/4 scale y * 3/4 Shear_Trans(x, y, z-x) translate -x * 1/4 translate -y * 3/4 // translate -z * 1/16 } */ } #declare Variant3 = union { union { object { Povray_Logo_Prism translate +z * 1/8 scale +z * 1/10 translate -x * 1/2 pigment {LogoPigment} } translate -z * 1/10 no_image no_shadow } union { text { ttf "eurosti.ttf" "ovray" 1, 0 scale <3/4,3/4,1/4> scale z * 1/10 translate -x * 1/2 translate -y * 1/2 pigment {LogoPigment} } no_image no_shadow } /* text { ttf "eurosti.ttf" ".org" 3/64 * 4/2, 0 scale 2/4 scale y * 3/4 Shear_Trans(x, y, z-x) translate -x * 1/4 translate -y * 3/4 // translate -z * 1/16 } */ sphere { <0,0,1>, 1 scale z * 1/2 // finish {Mirror} pigment { color rgb 1 } finish { ambient 0.1 diffuse 0.1 reflection 7/8 phong 1 phong_size 300 specular 1/8 } no_shadow } } #declare Variant4 = union { union { object { Povray_Logo translate -z * 1/4 pigment {LogoPigment} scale 1 } no_image no_shadow } sphere { <0,0,1>, 1 scale z * 1/4 // finish {Mirror} pigment {color rgb 1} finish { ambient 0.1 diffuse 0.1 reflection 7/8 phong 1 phong_size 300 specular 1/8 } no_shadow } } #switch (Design) #case(0) union { object {Variant1 translate <-4/3,+1>} object {Variant2 translate <+4/3,+1>} object {Variant3 translate <-4/3,-1>} object {Variant4 translate <+4/3,-1>} scale 0.5 } #break #case(1) object {Variant1} #break #case(2) object {Variant2} #break #case(3) object {Variant3} #break #case(4) object {Variant4} #break #end