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I want to make a round space command deck with lighted windows. I
am using Moray 3.2 and POV 3.1g. So I thought "Just make a hollow
sphere, put a point light inside, and cut out some cubic
windows." That didn't work. How can I do this? Here's my POV
file.
// Persistence of Vision Raytracer V3.1
// World definition file.
//
// Contains 5 lights, 39 materials and 12 primitives.
//
// This file was generated for POV-Ray V3.1 by
// Moray V3.2 For Windows Copyright (c) 1993-2000 Lutz +
Kretzschmar
//
// Date : 08/01/2000 (01.08.2000)
//
/*
The text between these two comments is in MorayPOV.INC and is
automatically included in all POV files that Moray exports.
*/
default {
texture {
pigment { rgb <1,0,0> }
}
}
/* // Scene Comment
This scene was created with Moray For Windows.
*/ // End Scene Comment
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
radiosity {
brightness 3.3
count 100
distance_maximum 0.0
error_bound 0.4
gray_threshold 0.5
low_error_factor 0.8
minimum_reuse 0.015
nearest_count 6
recursion_limit 1
}
}
background { color <0.000,0.000,0.000> }
camera { // Camera StdCam
location < -64.700, 7.100, 20.400>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is
up
right < 1.35836, 0.0, 0.0> // Right
Vector is adjusted to compensate for spherical (Moray) vs. planar
(POV-Ray) aspect ratio
angle 40.00000 // Vertical 30.000
look_at < -15.000, 5.000, 10.000>
}
//
// ******* L I G H T S *******
//
light_source { // Light002
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>*7.1420
fade_distance 5.0
fade_power 1.0
translate <-17.0, 6.0, 18.0>
}
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
translate <13.667761, 0.0, 17.412353>
}
light_source { // Arealight Arealight001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
area_light <2.000, 0.000, 0.000>, <0.000, 2.000, 0.000>, 3, 3
adaptive 1
jitter
translate <-24.3, -4.8, 25.3>
}
light_source { // LightEngine
<0.0, 0.0, 0.0>
color rgb <0.686, 0.386, 0.014>*1.9998
fade_distance 5.0
fade_power 1.0
translate <1.404222, 0.0, 3.463748>
}
light_source { // Light1
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
translate <0.0, -20.0, 20.0>
}
//
// ******** MATERIALS *******
//
#include "transport1.inc"
//
// ******** REFERENCED OBJECTS *******
//
//
// ******** OBJECTS *******
//
difference { // CSG001
sphere { // CommandBulb
<0,0,0>,1
material {
Gray50
}
hollow
scale 10.0
translate <-34.263016, 0.0, 13.293301>
}
box { // Window3
<-1, -1, -1>, <1, 1, 1>
material {
White
}
translate <-40.0, -7.8, 18.2>
}
box { // Window2
<-1, -1, -1>, <1, 1, 1>
material {
White
}
translate <-39.7, 8.0, 18.3>
}
box { // WindowMain
<-1, -1, -1>, <1, 1, 1>
material {
White
}
scale <1.0, 3.0, 1.0>
translate <-42.7, 0.0, 18.2>
}
translate <22.5, 6.0, 0.0>
}
plane { // Plane001
z,0
material {
Blue
}
scale <30.0, 30.0, 1.0>
}
cone { // ConeFlame
<0,0,0>, 0.0, <0,0,1>, 0.8
material {
Fire_Map
translate <4.100000, 0.300000, 2.400000>
}
hollow
scale <3.0, 3.0, 5.0>
rotate <0.0, -270.0, -180.0>
translate <7.262078, -0.102658, 3.411904>
}
cone { // EngConeOuter
<0,0,0>, 0.0, <0,0,1>, 1.0
material {
Gray50
}
hollow
scale <3.0, 3.0, 10.0>
rotate -270.0*y
translate <-7.02111, 0.0, 3.276518>
}
--
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