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Scene Source Follows
// -w1152 -h864
global_settings
{
max_trace_level 20
}
camera
{
location <0, 0.2, -1>
look_at <0.4, 0.3, 3>
focal_point <0.4, 0.3, 2.2>
blur_samples 128
confidence .9
variance 1/64
aperture 0.2
}
global_settings
{
radiosity
{
pretrace_end 0.003
//normal on
// media on
}
}
default { finish { ambient 0 diffuse 0.7 } }
light_source
{
<-7, 3,-7>, rgb 120
fade_power 2
fade_distance 1
spotlight radius 5 falloff 15 tightness 50 point_at <0,1,3>
area_light x*2,y*2,2,2 circular orient adaptive 1
}
light_source
{
<5, -.5,-20>, rgb 200
fade_power 2
fade_distance 1
spotlight radius 35 falloff 45 tightness 0 point_at <0,1,3>
area_light x*10,y*10,2,2 circular orient adaptive 1
}
//light_group
//{
light_source
{
<4, 5, 9>, rgb 180
fade_power 2
fade_distance 1
spotlight radius 5 falloff 10 tightness 50 point_at <0,.5,3>
area_light x*.5,y*.5,2,2 circular orient adaptive 1
}
sphere{
0,1
hollow
texture
{
pigment {
checker rgb 0.25 filter 1 rgb 0.75 filter 1
scale <.5,1,1>*0.075
warp { spherical }
}
finish
{
specular 0.7 roughness 0.001
reflection { 0.3, 1.0 fresnel on }
conserve_energy
}
}
interior
{
//ior 1.5
media { scattering {4,rgb <0.70,0.85,1>*10} samples 15
intervals 1}
media { absorption rgb <0.5,0.8,1>*120 samples 25 intervals 1
density {
agate
//turbulence 1
scale .15
density_map
{
[0.00 rgb 0.0]
[0.01 rgb 0.5]
[0.99 rgb 0.8]
[0.99 rgb 1.0]
[1.00 rgb 1.0]
}
}
}
}
rotate x*12
rotate z*35
rotate y*15
translate z*3+y*.5
}
// global_lights 1}
plane { y, -0.50000000001 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
rotate y*-18
}
}
--
~Mike
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