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Here's the source for the scene.... It's actually very simple:
-------------8<-------------------------------------------
camera
{
location <0, 0.2, -1>
look_at <0.4, 0.3, 1>
}
light_source
{
<-10, 10,-5>, rgb 1.5
area_light x*2,y*2,7,7 orient adaptive 2
}
light_source
{
<5, -.5,-10>, rgb 1.5
area_light x*10,y*10,5,5 orient adaptive 1
}
light_source
{
<5, 3, 6>, rgb 0.3
area_light x*.5,y*.5,5,5 orient adaptive 1
}
sphere{ <0, 0, 1>, 0.5 pigment {color rgb <0.7,0.85,1>*0.5}
finish {
metallic phong 1.0 phong_size 100
reflection {0.2, 1 falloff 2 metallic}
irid { 0.1 thickness 0.5 turbulence 0.5 }
}
normal {
spotted
scale 0.5
normal_map
{
[0.0 granite 0.1 scale 0.2/0.5]
[0.7 granite 0.0]
[1.0 granite 0.0]
}
}
}
plane { y, -0.5 texture {
checker
texture {
pigment {
wood rotate x*.5 translate x*10 turbulence 0.1 scale
0.005
color_map
{
[0.0 rgb <0.3, 0.2, 0.1>*2.2]
[1.0 rgb <0.2, 0.1, 0.0>*2.2]
}
warp { repeat x*0.20 offset 0.002}
}
normal {
gradient x 1.0 scale <0.2,1,1>
slope_map {
[0.00 <0.0, 0.0>]
[0.05 <0.05, 0.0>]
[0.95 <0.05, 0.0>]
[1.00 <0.0, 0.0>]
}
}
finish {
phong 1.0 phong_size 50
reflection {0.2, 1 falloff 2}
}
}
texture {
pigment {
wood rotate x*.5 translate x*10 turbulence 0.1 scale
0.005
color_map
{
[0.0 rgb <0.3, 0.2, 0.1>*3]
[1.0 rgb <0.2, 0.1, 0.0>*3]
}
warp { repeat x*0.20 offset 0.002}
}
normal {
gradient x 1.0 scale <0.2,1,1>
slope_map {
[0.00 <0.0, 0.0>]
[0.05 <0.05, 0.0>]
[0.95 <0.05, 0.0>]
[1.00 <0.0, 0.0>]
}
}
finish {
phong 1.0 phong_size 50
reflection {0.2, 1 falloff 2}
}
rotate y*90
}
scale 0.7
}
}
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