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As requested by Tim Nikias
// Begin POV code
// Persistence of Vision Ray Tracer Scene Description File
// File: Sphere Room.pov
// Vers: 3.5
// Desc: Basic Scene Example
// Date: 04/04/02
// Auth: Andrew Cocker
//
// Excuse messy code ;-)
// +h480 +w960
#version 3.5;
#include "colors.inc"
#include "textures.inc"
#declare RadOn=1;
#declare FocBlur=1;
#declare Sky=1;
global_settings {
assumed_gamma 1.0
#if (RadOn)
radiosity{
pretrace_start 1
pretrace_end 1
count 700
nearest_count 10
error_bound 0.1
recursion_limit 3
low_error_factor 1
gray_threshold 0.5
minimum_reuse 0.015
brightness 1.2
}
#end
}
// ----------------------------------------
#if (Sky)
sky_sphere{
pigment{
gradient y color_map{
[0 White*1][1 SummerSky]
}
translate -z*0.5 scale 2
}
}
#end
camera {
location <2,5,-14>
direction 1.5*z
right x*image_width/image_height
look_at <0,2,0>
#if (FocBlur)
focal_point <0,0.8,0>
aperture 0.3
blur_samples 40
variance 0
confidence 0.9999
#end
}
light_source {
0*x
color rgb <1,.8,.6>*8
area_light
<2, 0, 0> <0, 0, 2>
8, 8
adaptive 0
jitter
circular
orient
translate <53, 30, 0>
}
plane {
y, -1.2
texture {pigment {checker color rgb <1,0.7,0.4>,color rgb <1,0.7,0.4>*.5
scale .5} finish { reflection 0.4 diffuse .5 ambient 0} }
}
#declare ForRad=
texture {
pigment {rgb 1}
finish { ambient 0.0 }
}
#declare ForRad_Blue=
texture {
pigment {rgb <.6,.6,1>}
finish { ambient 0.0 }
}
#declare Room=
difference{
union {
box {<-3.5,-2,-20>,<-3,10,11>} // Left wall
box {<-3.5,-2,10>,<30,10,11>}// Back Wall
box {<-4,10,-20>,<16,10.1,11>} // Roof
box {<8,-2,-20>,<9,3,11>} // Right Side Little Wall
box {<-3.5,-2,-21>,<20,10,-20>} //Behind Wall
box {<-3,3,8>,<-1,3.1,10>} // Shelf
cylinder {<-3.6,1.6,0>,<-2.9,1.6,0>,3.1}
}
cylinder {<-3.7,1.6,0>,<-2.6,1.6,0>,3}
texture {ForRad }}
#declare Other_Room=
union {
box {<-14,-2,10>,<-3.5,10,11>} // Back Wall
box {<-14,-2,-12>,<-13,10,11>} // Left Wall
box {<-14,-2,-21>,<-3.5,10,-20>} //Behind Wall
texture { ForRad_Blue}
}
#declare MyThing=
texture {
pigment {rgb 1}
finish { ambient 0 reflection 0 specular 1 roughness 0.005}
}
#declare tt=seed(7);
#declare Lots=
union {
#declare Count=0;
#while (Count<=200)
sphere { 0,0.1 translate <2,0,0> rotate
<rand(tt)*360,rand(tt)*360,rand(tt)*360>
pigment { rgb <rand(tt),rand(tt),rand(tt)>}
finish {ambient 0} }
#declare Count=Count+1;
#end
texture { MyThing}
}
#declare SHAPE=
union {
sphere {0,2 }
object {Lots}
texture { MyThing}}
object {SHAPE translate <0,0.8,0>}
object {SHAPE rotate <rand(tt)*360,rand(tt)*360,rand(tt)*360> translate
<5,0.8,6>}
object {SHAPE rotate <rand(tt)*360,rand(tt)*360,rand(tt)*360> translate
<1,0.8,8>}
object {SHAPE rotate <rand(tt)*360,rand(tt)*360,rand(tt)*360> translate
<-6,0.8,2>}
object {SHAPE rotate <rand(tt)*360,rand(tt)*360,rand(tt)*360> scale 0.4
translate <-2,3.8,8.6>}
object {Room}
object {Other_Room}
//End POV Code
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