// Persistence of Vision Ray Tracer Scene Description File // File: .pov // Vers: 3.1 // Desc: // Date: // Auth: Noam Lewis // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions sky_sphere { pigment { agate color_map { [0.3 rgb <0, 0, 1>] [1.0 rgb 1] } scale .75 } } #macro randobs(num, seedin, xmx, ymx, zmx, sx, sy, sz, ts, rtx, rty, rtz) #declare c = 0; #declare sd = seed(seedin); #declare tsd = seed(seedin*483); #declare rx = seed(seedin*127); #declare ry = seed(seedin*12.4); #declare rz = seed(seedin*599); #declare cr = seed(seedin*399); #declare cg = seed(seedin*9069); #declare cb = seed(seedin*5761); #declare rsx = seed(seedin*549); #declare rsy = seed(seedin*6539); #declare rsz = seed(seedin*4161); #while (c,1, #if (ts<0) rand(tsd)*2-rand(tsd)*2) #else #if (ts=0) rand(tsd) #else #if (ts <= 1) strength ts #end #end #end //texture { pigment { color rgb } } #if (sx!=0) scale #else #if (sy=1) scale rand(sd)*sz #end #end translate rotate } #declare c = c + 1; #end #end blob { threshold 0.6 #declare cc1 = 1000; #while (cc1>0) randobs(10, cc1*5, 6, 6, 6, 0, 1, 2, 1, 360, 360, 360) #if (mod(cc1,50)=0) #warning concat(str(cc1,1,0),"\n") #end #declare cc1 = cc1 -1; #end texture { Glass } } camera { location <3.0 , 3.0 ,-30.0> look_at <0.0 , 0.0 , 0.0> } // create a regular point light source light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <-220, 240, -220> }