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// Persistence of Vision Ray Tracer Scene Description File
// File: .pov
// Vers: 3.5
// Desc: SEM texture
// Date: 2-21-02
// Auth: John Bradshaw
// Obviously I didn't include my meshes (they are tooo big), so you'll have
to substitute another
// object.
#version 3.5;
#include "colors.inc"
global_settings {
// assumed_gamma 1.0
#declare cam_location= <-3,-1,-7>;
#declare cam_lookat = <0,0,0>;
#declare Col = <.95,1,.95,>;
#declare filter_amount = 0.4;
camera {
location cam_location
direction 1.5*z
right x*image_width/image_height
look_at cam_lookat
}
light_source {
0
color rgb 1
translate vrotate(cam_location*2,<0,-80,0>)
parallel
point_at cam_lookat
shadowless
}
light_source {
0
color rgb 1
translate -cam_location*2
parallel
point_at cam_lookat
}
#declare SEM_T =
texture {
pigment {
slope {cam_lookat-cam_location,0,0.5}
color_map{
[0.0 rgb Col*0.05 filter filter_amount]
[0.5 rgb Col*0.3 filter filter_amount]
[0.9 rgb Col*1 filter filter_amount]
[1 rgb Col*2 filter filter_amount]
}
}
finish { diffuse .9 ambient .8 brilliance 1 }
normal {
granite 0.2
warp {turbulence <0.5,0,.25>}
scale .25
}
}
#declare SEM_M = media {scattering{3,1 extinction 5}}
object {neuron4
texture { SEM_T}
interior { media {SEM_M} } hollow on
}
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