/* * Celebrating 25 years of povray.org domain * * pg-20190826 - Starting from an old project */ #include "colors.inc" #include "math.inc" #include "shapes.inc" #include "shapes2.inc" /* global_settings { assumed_gamma 1.0 } */ // Parameters --------------------- #declare rad_on=0; #local z_monitor=2; // -------------------------------- // Global settings ------------------------ global_settings { adc_bailout 0.003922 ambient_light <1.0,1.0,1.0> assumed_gamma 1.9 hf_gray_16 off irid_wavelength <0.247059,0.176471,0.137255> max_intersections 64 max_trace_level 10 number_of_waves 10 noise_generator 2 charset ascii #if(rad_on) radiosity { pretrace_start 0.08 // start pretrace at this size pretrace_end 0.04 // end pretrace at this size count 35 // higher -> higher quality (1..1600) [35] nearest_count 5 // higher -> higher quality (1..10) [5] error_bound 1.8 // higher -> smoother, less accurate [1.8] recursion_limit 3 // how much interreflections are calculated (1..5+) [3] 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 //normal on // take surface normals into account [off] //media on // take media into account [off] //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 } // ---------------------------------------- camera { location <0.0, 0.3, -2.0> //direction 1.5*z //right x*image_width/image_height look_at <0, 1.4, z_monitor> } sky_sphere { pigment { gradient y color_map { [0.0 rgb <0.6,0.7,1.0>] [0.7 rgb <0.0,0.1,0.8>] } } } // The monitor #declare t_stone=texture{ pigment{ granite color_map { [0.0 rgb<0.67, 0.50, 0.32>] [1.0 rgb<0.94, 0.88, 0.79>] } turbulence 0.75 ramp_wave //scale 0.1 // Troppo grandi per alte risoluzioni scale 0.01 } } #declare from_wall=<-2,-0.5,z_monitor>; #declare to_wall=<2,2.5,z_monitor+0.2>; box{from_wall to_wall texture{t_stone} translate <0,0,-1> } // A simple wall generator ------------------------------------- #declare curr_max_space=0; // Support macro #macro update_curr_max_space_in_wall(arr,row,curr_col,max_col) #declare curr_max_space=0; #local i=curr_col; #while(i,, stone_base_size/5, 0) scale translate texture{t_stone}} //6. Update counter #local curr_col=curr_col+stone_x; #end #end #local curr_row=curr_row+1; #end // -------------------------------- // La scritta //ttf "AnkeCall.ttf", "25", text { ttf "John Handy LET Plain1.0.ttf", "25", 0.1, // depth 0 // spacing texture {pigment{rgb 0}} rotate <0, -20, 0> translate <-0.5, 0.85, -4> } text { ttf "John Handy LET Plain1.0.ttf", "...and still alive!", 0.1, // depth 0 // spacing texture {pigment{rgbt <0,0,0,.5>}} rotate <0, -20, -5> translate <-3.5, 2.5, -2.5> scale 0.15 } // Le luci light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color spotlight // this kind of light source translate <0, 1, -40> // position of light point_at <0, 1, z_monitor> // direction of spotlight radius 1 // hotspot (inner, in degrees) tightness 50 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 1.5 // intensity falloff radius (outer, in degrees) } light_source { 0*x // light's position (translated below) color rgb <0.8,0.6,0.6> // light's color spotlight // this kind of light source translate <-0.2, 1.2, -40> // position of light point_at <0, 1, z_monitor> // direction of spotlight radius 1 // hotspot (inner, in degrees) tightness 50 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 1.5 // intensity falloff radius (outer, in degrees) } light_source { 0*x // light's position (translated below) color rgb <0.6,0.6,0.8> // light's color spotlight // this kind of light source translate <0.2, 0.8, -40> // position of light point_at <0, 1, z_monitor> // direction of spotlight radius 1 // hotspot (inner, in degrees) tightness 50 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 1.5 // intensity falloff radius (outer, in degrees) }