|
|
This is the source for my first post in p.b.images. I think that I may have too
much redundancy in the layered textures and I'm wondering whether they can be
made more efficient. Any suggestions are appreciated.
// Persistence of Vision Ray Tracer Scene Description File
// File: Rusting chrome spheres.pov
// Vers: 3.5
// Desc: Checkered Floor Example
// Date: 01/25/05
// Auth: Tony
//
#version 3.5;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 5
// number_of_waves 1
}
background{ color rgb 0}
// ----------------------------------------
#declare RustedChrome =
texture //The rust spots are transparent. This allows the finish to apply
//only to the chrome.
{
pigment
{
granite
color_map
{
[ 0.0 rgbft <0.42, 0.2, 0.2, 0.0, 1> ]
[ 0.3879 rgbft <0.6, 0.6, .6, 0.0, 0.0>] //still shiny chrome
[0.388 rgbft <.5,.5,.5,0,0>]//still shiny chrome
[ 0.508897 rgbft <0.5104, 0.2, 0.2, 0.0, 1> ]
[ 0.654804 rgbft <0.3, 0.2, 0.2, 0.0, 1> ]
[ 1.0 rgbft <0.3, 0.2, 0.2, 0.0, 1> ]
}
}
finish
{
diffuse .3
ambient 0.0
specular 0.6
reflection
{ .5
metallic .01
}
conserve_energy
}
}
texture //the chrome is transparent allowing the reflective chrome from
//above to shine through
{
pigment
{
granite
color_map
{
[ 0.0 rgbft <0.42, 0.2, 0.2, 0.0, 0> ]
[ 0.3879 rgbft <0.6, 0.6, .6, 0.0, 1>]//still shiny chrome
[0.388 rgbft <.5,.5,.5,0,1>]//still shiny chrome
[ 0.508897 rgbft <0.5104, 0.2, 0.2, 0.0, 0> ]
[ 0.654804 rgbft <0.3, 0.2, 0.2, 0.0, 0> ]
[ 1.0 rgbft <0.3, 0.2, 0.2, 0.0, 0> ]
}
}
}
// This texture was created by Thomas de Groot. Modified by Tony
camera {
location <-1, .5, -5>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
//rotate x*90
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1>]
[0.7 rgb <0,0.1,0.8>]
}
}
}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
// ----------------------------------------
plane { // checkered floor
y, -1
texture {
pigment {
checker
color White //rgb <.7,.2,0>
color Blue
scale.5
}
normal {
waves 0.5
translate <-1,-1,-1>}
finish{
diffuse .3
ambient 0.0
specular 0.6
reflection {
1
metallic
}
conserve_energy
}
}
}
sphere { //reflective sphere
<-1,-.5,-1>,1.25
texture {RustedChrome}
}
sphere { //reflective sphere
<8,3,20>,2
texture {RustedChrome}
}
sphere { //reflective sphere
<25,10,40>,2
texture {RustedChrome}
}
Post a reply to this message
|
|