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// Persistence of Vision Ray Tracer Scene Description File
// File: 020103c.pov
// Vers: 3.5 beta 9
// Desc: Isosurface test scene file
// Time for trace: for 640x480 NoAA on 600MHz/Celeron/Win98
// F1=30,F2=30,F3=20 : 96sec (2nd run)
// F1=30,F2=30,F3=25 : Out of Memory
// Date: 1/3/2002
// Auth: Ryoichi Suzuki < r-s### [at] aistgojp >
#version 3.5;
#include "functions.inc"
#declare Radiosity=off;
#declare ISO= on;
#declare AREA_LIGHT= off;
#declare FOCAL_BLUR = off;
#declare Blur_Smpl =5;
#declare F1=30;
#declare F2=30;
#declare F3=25;
global_settings {
#if (Radiosity)
radiosity {
pretrace_start 0.08 pretrace_end 0.02
count 5 nearest_count 3 low_error_factor .5 minimum_reuse 0.05
adc_bailout 0.01/2 normal off
}
#end
}
camera {
location <0, 0, -6.5> direction 0.9*z right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
#if (FOCAL_BLUR)
aperture 0.17 blur_samples Blur_Smpl
focal_point <0.,0,0.4> confidence 0.95 variance 1/200
#end
}
light_source { <-0,0,-40> color rgb 1
#if (AREA_LIGHT)
area_light <2.5, 0, 0>, <0, 2.5,0>, 2, 2 adaptive 1 jitter
#end
fade_distance 30 fade_power 2}
light_source { <0,36,-40> color rgb <1.0,0.9,0.8>
#if (AREA_LIGHT)
area_light <2, 0, 0>, <0, 2,0>, 2, 2 adaptive 1 jitter
#end
fade_distance 30 fade_power 2}
sky_sphere { pigment { gradient y
color_map{[.0 rgb<.35,.3,.2>] [.6 rgb<.40,.5,.65>][1. rgb<.35,.3,.2>]} }}
#macro SPHERE11(P1,P2)
#if (ISO & (P2>0.1))
isosurface {
function{f_sphere(x,y*0.7,z,1)
+sin(f_th(x,0,z)*P1+f_r(x,0,z)*4)*0.15*f_r(x,0,z)+0.2}
contained_by{sphere{0,1}}
max_gradient 0.6+P1*0.1 accuracy 0.01
// evaluate off
#else
sphere {0,1-P2*ISO
#end
texture{ pigment{
function{(cos(f_th(x,0,z)*P1+f_r(x,0,z)*4)*f_r(x,0,z)+1.5)/2.5
*f_r(x,0,z)}
color_map{[0 rgb <0.5,0.25,0.1>]
[.25 rgb <0.85,0.7,0.5>][.5 rgb 1][1 rgb 1]}}
#if (Radiosity)
finish{ambient 0.2}
#else
finish{ambient 0.35}
#end
}
scale <1,0.12,1>
}
#end
#declare S1=0.6;
#declare R1 = seed(1);
#declare N3=0;
#while (N3<F3)
#declare N2=0;
#while (N2<F2)
#declare N1=0;
#while (N1<F1)
#if (rand(R1)>0.6)
object{
SPHERE11(5+int(rand(R1)*10), rand(R1))
rotate <rand(R1)*360,rand(R1)*360,rand(R1)*360> scale S1
translate <N1-F1/2+rand(R1)*0.4,N2-F2/2+rand(R1)*0.4,N3> }
#end
#declare N1=N1+1;
#end
#declare N2=N2+1;
#end
#debug concat("N3:",str(N3,4,0),"\n")
#declare N3=N3+1;
#end
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This is the scene file for MegaPOV.
// Persistence of Vision Ray Tracer Scene Description File
// File: 020103c_m.pov
// Vers: 3.1g MegaAPOV (and 3.5 beta 9)
// Desc: Isosurface test
// Time for trace: 59sec on for 640x480 NoAA on 600MHz/Celeron/Win98
// F1=30,F2=30,F3=20 (MegaPOV)
// Date: 1/3/2002
// Auth: Ryoichi Suzuki < r-s### [at] aistgojp >
#declare VER=31;
#if (VER=35)
#version 3.5;
#include "functions.inc"
#else
#version unofficial Megapov 0.7;
#declare f_sphere=function{"sphere", <1>}
#declare f_r=function{"R"}
#declare f_th=function{"TH"}
#end
#declare Radiosity=off;
#declare ISO= on;
#declare AREA_LIGHT= off;
#declare FOCAL_BLUR = off;
#declare Blur_Smpl =8;
#declare F1=30;
#declare F2=30;
#declare F3=25;
global_settings {
#if (Radiosity)
radiosity {
pretrace_start 0.08 pretrace_end 0.02
count 5 nearest_count 3 low_error_factor .5 minimum_reuse 0.05
adc_bailout 0.01/2 normal off
}
#end
}
camera {
location <0, 0, -6.5> direction 0.9*z
// right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
#if (FOCAL_BLUR)
aperture 0.2 blur_samples Blur_Smpl
focal_point <0.,0,0.4> confidence 0.95 variance 1/200
#end
}
light_source { <-0,0,-40> color rgb 1
#if (AREA_LIGHT)
area_light <2.5, 0, 0>, <0, 2.5,0>, 2, 2 adaptive 1 jitter
#end
fade_distance 30 fade_power 2}
light_source { <0,36,-40> color rgb <1.0,0.9,0.8>
#if (AREA_LIGHT)
area_light <2, 0, 0>, <0, 2,0>, 2, 2 adaptive 1 jitter
#end
fade_distance 30 fade_power 2}
sky_sphere { pigment { gradient y
color_map{[.0 rgb<.35,.3,.2>] [.6 rgb<.40,.5,.65>][1. rgb<.35,.3,.2>]} }}
#macro SPHERE11(P1,P2)
#if (ISO & (P2>0.1))
isosurface {
#if (VER=35)
function{f_sphere(x,y*0.7,z,1)
+sin(f_th(x,0,z)*P1+f_r(x,0,z)*4)*0.15*f_r(x,0,z)+0.2}
#else
function{f_sphere(x,y*0.7,z)
+sin(f_th(x,0,z)*P1+f_r(x,0,z)*4)*0.15*f_r(x,0,z)+0.2}
#end
contained_by{sphere{0,1}}
max_gradient 0.6+P1*0.1 accuracy 0.01
// evaluate off
#else
sphere {0,1-P2*ISO
#end
texture{ pigment{
function{(cos(f_th(x,0,z)*P1+f_r(x,0,z)*4)*f_r(x,0,z)+1.5)/2.5
*f_r(x,0,z)}
color_map{[0 rgb <0.5,0.25,0.1>]
[.25 rgb <0.85,0.7,0.5>][.5 rgb 1][1 rgb 1]}}
#if (Radiosity)
finish{ambient 0.2}
#else
finish{ambient 0.35}
#end
}
scale <1,0.12,1>
}
#end
#declare S1=0.6;
#declare R1 = seed(1);
#declare N3=0;
#while (N3<F3)
#declare N2=0;
#while (N2<F2)
#declare N1=0;
#while (N1<F1)
#if (rand(R1)>0.6)
object{
SPHERE11(5+int(rand(R1)*10), rand(R1))
rotate <rand(R1)*360,rand(R1)*360,rand(R1)*360> scale S1
translate <N1-F1/2+rand(R1)*0.4,N2-F2/2+rand(R1)*0.4,N3> }
#end
#declare N1=N1+1;
#end
#declare N2=N2+1;
#end
#debug concat("N3:",str(N3,3,0),"\n")
#declare N3=N3+1;
#end
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